Good sir; as an Elder scrolls fanatic, I would love to aid you in any way with this project. Seriously, I could live and breathe Morrowind and Oblivion! I know Cryodiil like the back of my freaking hand.
I say we should build all structures from the inside, then match them in size to the outside, then build the layout of the city around them. This would give proper scale of the buildings, cities, and world.
The only issue I see is that Cyrodiil is rather hilly, and that won't translate well to Minecraft. for instance, the road leading up to Kvatch... will players have to jump dozens of steps just to get to Kvatch? I feel this will actually be the largest problem.
Oh, and if you're looking for someone with experience, I'm a Foreman on the Middle Earth Build server.
Scale isn't really an issue, like I stated previously, most internal cells fit perfectly inside their external counterparts.
The real problem is height. Seriously, Notch would have to triple the height of the world just to fit the center tower of the Imperial City, nonetheless the mountains between Bruma and Cheydinhal.
Scale isn't really an issue, like I stated previously, most internal cells fit perfectly inside their external counterparts.
The real problem is height. Seriously, Notch would have to triple the height of the world just to fit the center tower of the Imperial City, nonetheless the mountains between Bruma and Cheydinhal.
Scale with the interiors of most buildings vs the exterior is definitely an issue. It's not nearly as bad as Morrowind but for the best results you'll have to focus on the inside first before constructing a matching outside. Otherwise you'll get squished and incorrectly built insides.
For some reason I want to start construction on the Inn of Ill Omen. <3
I was thinking: "So, outlander, have you come to investigate the prophecy of... why are you building a dome over our town?" But in Cyrodil's case it'd be, "Look out, the daedra have broken through the walls and... never mind, that guy just filled 'em back in."
Have you considered maybe doing Vvardenfell, from the previous game, instead? In addition to the Google-style map, this site also has other maps that'd make it possible to build the basic landmass, mark the city locations, then begin shaping the landscape based on those. And "Morrowind" is notably different from "Oblivion" because the engine handles the cities within the same cells as the world outside them. That difference would make your planning of scale easier. You could also start with a smaller region like the island of Solstheim from "Morrowind"'s expansion "Bloodmoon".
This isn't an big issue, the worst to happen would be maybe a few buildings which aren't Worth noting would be taken out, and the imperial city has many of them.
There's no reason to cut corners, and every building is worth noting in Oblivion. Why rebuild the world in Minecraft and we're going to be lazy about it? I couldn't take a project like that seriously.
Quote from Disierd2 »
Oh and the sewer system :biggrin.gif: love that, so easy to get lost :smile.gif: and we could make the floodgates using leavers what you have to find to open them just like in the real thing
I suggest we make sloping paths like the one up to kvatch using steps
Like so
[] [] [] []
And so on
I was thinking the same.... but it would look tacky with them all over the place. I suppose they're the only solution though.
Quote from Snow »
I was thinking: "So, outlander, have you come to investigate the prophecy of... why are you building a dome over our town?" But in Cyrodil's case it'd be, "Look out, the daedra have broken through the walls and... never mind, that guy just filled 'em back in."
Have you considered maybe doing Vvardenfell, from the previous game, instead? In addition to the Google-style map, this site also has other maps that'd make it possible to build the basic landmass, mark the city locations, then begin shaping the landscape based on those. And "Morrowind" is notably different from "Oblivion" because the engine handles the cities within the same cells as the world outside them. That difference would make your planning of scale easier. You could also start with a smaller region like the island of Solstheim from "Morrowind"'s expansion "Bloodmoon".
I'm actually working on Vvardenfell at the moment. I already have the outline of the border and I'm now filling it all in. My step afterwrads will be the height-maps then the actual towns. :smile.gif:
This isn't an big issue, the worst to happen would be maybe a few buildings which aren't Worth noting would be taken out, and the imperial city has many of them.
There's no reason to cut corners, and every building is worth noting in Oblivion. Why rebuild the world in Minecraft and we're going to be lazy about it? I couldn't take a project like that seriously.
You got the wrong person on your quote there.
Anyways. I don't want to lead this project myself, but I'm certainly not giving my map to someone who I think will only do a half-assed job. Like I said, if someone can show they are truly committed to this project, I can give them everything they need to do it, including my map and all the measurements they could possibly need.
I'm actually working on Vvardenfell at the moment. I already have the outline of the border and I'm now filling it all in. My step afterwrads will be the height-maps then the actual towns. :smile.gif:
Neat! Come to think of it, it should be possible to portray some parts of the game more realistically than the original game does, like the standardized "canton" buildings of Vivec that are normally divided into exterior and interior cells.
This is a thread I started earlier, asking if there are lessons we could take from Minecraft to improve other RPGs or vice versa. Someone pointed out that because MC doesn't have NPCs, characters with customizable skills, or a huge array of items, it's so different from a normal RPG that you'd have to change it substantially (which many people wouldn't want) to make it more RPG-ish. I think a fair response to my mentioning "Wurm Online" with its larger construction units is, "Go play that instead", but I'd still love to see stuff like the big ships from the "Oceancraft" thread on this forum. I'd also like to mention "UnReal World", which is like a 2D survival Roguelike with a typical horrible interface.
What would you end up doing in one of these Elder Scrolls maps? Because MC is so different from that series, what's the goal of it beyond having a neat map to look at like that Rapture one someone did?
For the time being, I would say just build all the cities where you have room.
Once they are done, someone (whoever is leading the project, or myself if needed) can use MCEdit to move them around as needed.
Snow - I think it would just be interesting to explore a world from another game in Minecraft. Imagine walking into Balmora and setting up a home in the Hlaalu House. Even if there are no Human NPCs or finer details in the world, it would still be amazing! You could even introduce scenarios, such as a variant of the map where there are no already lit torches. Imagine navigating the dark halls of Vivec on hard difficulty.
Hey guys, I noticed someone asked the question about the server before me but it wasn't answered. I was wondering If you guys were already hosting a server in multiplayer using what you have so far because today I was playing on another (or maybe the same) Cyrodill themed server and it looked pretty sweet. If it was you id really appreciate the server IP as for some reason I am unable to connect to it again and if it wasn't you guys Ill try to find it myself because a joint effort between the two groups should yield faster results, not to mention more team members = more experience combined.
I'm up for doing a little building here and there. Of course, we'd have to plan this out all in advance. And everyone would have to know what they're doing. The last thing we need is a white gold tower made of bricks...
This project sounds interesting, and I would be happy to lend my assistance! I have played at least three hundred hours of Oblivion, and I know several of the cities quite well. Of course, we would need to work out the proper materials and what to focus on... but I think that this is possible. Do you already have a server, or is that still being worked out?
I say we should build all structures from the inside, then match them in size to the outside, then build the layout of the city around them. This would give proper scale of the buildings, cities, and world.
The only issue I see is that Cyrodiil is rather hilly, and that won't translate well to Minecraft. for instance, the road leading up to Kvatch... will players have to jump dozens of steps just to get to Kvatch? I feel this will actually be the largest problem.
Oh, and if you're looking for someone with experience, I'm a Foreman on the Middle Earth Build server.
The real problem is height. Seriously, Notch would have to triple the height of the world just to fit the center tower of the Imperial City, nonetheless the mountains between Bruma and Cheydinhal.
Scale with the interiors of most buildings vs the exterior is definitely an issue. It's not nearly as bad as Morrowind but for the best results you'll have to focus on the inside first before constructing a matching outside. Otherwise you'll get squished and incorrectly built insides.
For some reason I want to start construction on the Inn of Ill Omen. <3
Have you considered maybe doing Vvardenfell, from the previous game, instead? In addition to the Google-style map, this site also has other maps that'd make it possible to build the basic landmass, mark the city locations, then begin shaping the landscape based on those. And "Morrowind" is notably different from "Oblivion" because the engine handles the cities within the same cells as the world outside them. That difference would make your planning of scale easier. You could also start with a smaller region like the island of Solstheim from "Morrowind"'s expansion "Bloodmoon".
There's no reason to cut corners, and every building is worth noting in Oblivion. Why rebuild the world in Minecraft and we're going to be lazy about it? I couldn't take a project like that seriously.
I was thinking the same.... but it would look tacky with them all over the place. I suppose they're the only solution though.
I'm actually working on Vvardenfell at the moment. I already have the outline of the border and I'm now filling it all in. My step afterwrads will be the height-maps then the actual towns. :smile.gif:
You got the wrong person on your quote there.
Anyways. I don't want to lead this project myself, but I'm certainly not giving my map to someone who I think will only do a half-assed job. Like I said, if someone can show they are truly committed to this project, I can give them everything they need to do it, including my map and all the measurements they could possibly need.
Neat! Come to think of it, it should be possible to portray some parts of the game more realistically than the original game does, like the standardized "canton" buildings of Vivec that are normally divided into exterior and interior cells.
This is a thread I started earlier, asking if there are lessons we could take from Minecraft to improve other RPGs or vice versa. Someone pointed out that because MC doesn't have NPCs, characters with customizable skills, or a huge array of items, it's so different from a normal RPG that you'd have to change it substantially (which many people wouldn't want) to make it more RPG-ish. I think a fair response to my mentioning "Wurm Online" with its larger construction units is, "Go play that instead", but I'd still love to see stuff like the big ships from the "Oceancraft" thread on this forum. I'd also like to mention "UnReal World", which is like a 2D survival Roguelike with a typical horrible interface.
What would you end up doing in one of these Elder Scrolls maps? Because MC is so different from that series, what's the goal of it beyond having a neat map to look at like that Rapture one someone did?
Once they are done, someone (whoever is leading the project, or myself if needed) can use MCEdit to move them around as needed.
viewtopic.php?f=1&t=77763
That's kinda an important issue.