My 4th Settlement - Cylopus - Done

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Rize

Sergeant Knight at Arms
It's done. It's basically a city inside a "Natural wall" which is built inside a large mountain at the center. The castle is built in another, black mountain across a large canyon. It's very large and you have to spend a lot of time inside to visit merchants and stuff.

Settlement Download
                   
Screenshots:

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The overview of the settlement from the Vantage Point on top of the Main Mountain

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A small hamlet on the outskirts of the settlement near the wheat field. Player and attackers enter here

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In order not to further ruin the natural look of the main mountain, i made a second level for e2m+. These are the first stairs leading to it. (there are 2 of them, each in one entry side street in the Main Mountain)

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This is the barn room on the second level, where horses are bred, fed, trained and stored, and also the place where the Horse Merchant is, and where you get to when you leave an interior.
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This is where you should place your ranged troops if the exterior firing positions are overrun. (Note that this will only be completely possible in v0.7 and higher of CS) They are located in the barn room.

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Nothing fancy, it's where the poor people live, after all. Poorer people than the guys with village houses on the first level.
The tavern can be seen right as you enter the complex. All the merchants and important people are here.
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A street in the complex, "filled" with citizens.
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The merchant has abandoned her peasant stuff to the peasants on the first level and opened a warehouse in the apartment complex.
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This is the smithy, the place where the Weaponsmith and Armorer work together day and night to make the finest armor and weapons.
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The Elder Peasant's room. Is he hiding something...?

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The entrance to the arena. Dullest in all my settlements.
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The arena, on the 3rd level. Will look much more lively once 0.7 comes out. You won't get to see it now.

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The exit to the mill. Prisoners come this way now.
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...because now they're focusing on cutting trees for wood.  They sometimes go to the warehouses with their "collected wood", or back to their cell in the jail.

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The entrance to the Secret Area. I'm sure you'll like it, so feel free to post screens once you find it...
The bandits have a secret hideout inside the Main Mountain in e2m+ scenes, you'll have to follow one of them sneaky bastards to it to find their lair.

Poll results say that i should improve existing settlements, but apparently, Liquidninja is already doing that. So I'll make a new settlement. New poll!

 
I suggest making an earthen city (a termite like place) or a city inside a rock wall several levels would have windows to the front, one or more bridges would lead to the city wich could be inside several separate rocks with abysses in between.

I can make and post a sketch if you want to get a better idea of what I mean.
 
SXIII said:
I suggest making an earthen city (a termite like place) or a city inside a rock wall several levels would have windows to the front, one or more bridges would lead to the city wich could be inside several separate rocks with abysses in between.

I can make and post a sketch if you want to get a better idea of what I mean.

I second that, if it possible.
 
I voted for the last option: Way back in the day, when I first started playing Native M&B - well okay, when they finally introduced more than 2 factions into the game - I was pleasantly surprised when I visited the cities/towns owned by the Khergit faction.

Their cities and architectural style is not only distinctly different from every other thing out there, but also seems to allude to a flavorful and rich culture. Point being, it's not just about throwing down buildings from the same theme in the editor- but everything else from how it's arranged (including the little props, choice of lighting, etc). But if you can pull it off, I do believe that efforts dedicated to making a  settlement alluding to a rich "culture" and its story, would make a far more lasting impression that efforts dedicated (again, I'm generalizing) to making a "stand-out" terrain. (We've have many examples of the latter, so it'd be harder to top/stand out from the crowd at this point).
 
Seems that i'll make a city based on SXIII's idea.
SXIII, would you be kind enough to make a drawing showing how the settlement would look like? :lol:
 
Ok. Doesn't have to be any fancy sketch or anything, something in paint will work just as well.
 
I'm not so much concerned with the theme or location.
A good and thorough job in making the development stages look complete and authentic is something at least I would find a lot more fulfilling.

Anyhow, good luck. :smile:
 
Ok its 1.30 in the morning here so I won't post the sketch until tomorrow (a friend had a birthday party so I did nothing but indulge myself in music and alchohol all nightn long.
 
Rockcity.jpg



Here is a rough sketch of the starting settlement (done in Solidworks for 3d feel).

The proportions are for you to decide. When castle is built the entry mountain should get firing positions above the cave entrance. Castle could be in the mountain separated form the rest by that canyon/gorge/(bottomless pit :mrgreen:).
 
Great drawing there!
What i was imagining was completely different, I'll do the e2m2 by tomorrow and post a screen of it so you can tell me if it's correctly made. :smile:
 
Snazzy stuff!

Might I make a small suggestion regarding your e0m1 picture: Entrance to the Manor across the Canyon? I think the bridge might look a bit more naturalistic if you adjusted it so that the end beams are all just lying slightly above the dirt (or you can simply flatten the terrain a little bit in that area); the visual sight of beams partially embedded within the earth in that horizontal clipping fashion might tend to remind the player of the M&B editor!

Food for thought: You have beams/railings around the firing positions overlooking the entrance in the first picture, so why not add railings to the flat platforms of the stairs? It would make those 2 positions look less like stairs and more like mini-towers. In fact, I think if you re-sized village_stand such that it becomes square, (it's the thatched stand with 4 legs rather than the cloth one with 2) it might provide a nice effect; or it might look like rubbish - I'm just speculating here :smile:

I look forward to your future updates.

Edit: Also noticed that you used the arena wall (enlarged) as a platform. When I did that for Dartmoor, I had to be careful as sometimes clipping issues occurred when the player jumped up or rode (and jumped) on horseback; I ended up using normal sized platforms and a lot of them instead. Seems like you are standing there perfectly fine though - but just a word of warning nonetheless from my own experiences.
 
First of all WOW! You said you'll make it big but..... WOW!

1.Add small hills, lake?, fields, trees to fill the areas that will remain empty once e2m2 is complete

2.The mountain right looks like one could "climb" it and get around the wall. I don't know if you plan something about it already so yust a reminder.

3.In e1 you should add several grain fields and gardens (people need to eat :smile:).

4.Some water wells or a path to the water (down the canyon or a pond in the "square") with e1 or/and m1.

5.Put gaurd towers on the "walls".

6.Perhaps you could put the arena on that small plateu under the peak of the central mountain. It would be cool if the stairway to it would be made inside the mountain. The path to the observation tower could be partially carved inside the cliff and partially built from stone.

7.If you could put in some cranes (modified catapults if there aren't any cranes) where work is being done and warehouses. I think it would look good.

8.Some catapults for defense would also make the place more colorful.

9.More vegetation. Besides fields, vegetable gardens inside (and perhaps outside) add more trees and bushes (perhaps make it so that trees with leefs are in the lower areas, trees with needles (pine trees, spruces,..) are higher and only small bushes are on/below the high peaks.

10.Add a windmill or two on the center mountain (for grain and cranes/elevators).



Btw are those ladders that lead to the tower/sentry point in the second picture of "Edit: e1m0 done" spoiler climbable?

Good job on what you did so far. I did not expect such a behemoth (and so soon).
The name?
At the moment I can only think of these (though some seem funny to me):
Hellhole, Great Cave, Minefield, Giantville, Dwarfland, Gnome Town, Goblin Keep,...  :mrgreen:
 
Yeah, i use the Graphical Enhancement 2.5 stuff and HDR, and let's just call my computer "top end".
It took me almost half of my free time today to add vegetation , fields and water wells, and refine the edges between ground textures, but it was worth it, now it looks much better. The other half i used to do the stone firing positions, and the hotel for the troops inside the castle mountain in e2m2, and i didn't even add the castle itself or the conference room! This has to be the hardest settlement i ever made...
 
A few names I thought of: Hollow Mound, Batville, Cyclopus, Titangard, Heavenly Column

Looking forward to see what you'll make :smile:
 
Thanks! I'll use Cylopus. Removed the c because it sounds too much like fantasy.
 
That has a good sound in the ear.


How could I miss "Something hidden that leads to a secret underground place..." in the pool  :???:

Count +1 vote to it.
 
Ok, i finished e0m2 and now i'll make e1m2, which i'll degrade to e1m1, then i'll make e2m2, degrade to e2m1 then e2m0, but i won't show screenshots of e2m2 until the settlement is done.
I hope you can still see the screenshots. Imageshack hates me and i can't access it on this computer, so the e0m2 screens are from Gmail attachments.

The piece of resistance will only be present in e2m2, and by the current looks of the poll, it'll be a secret underground area...
 
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