Saturday, August 18, 2018

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Presence10
Administrator
Posts: 96
Posted on Thu Aug 16, 2018 11:24 am

Approved; Guards given +5 hp



Presence10
Administrator
Posts: 96
Posted on Thu Aug 16, 2018 10:55 am

Nature builds can be hard to really judge but I can see care went into this build. If you are wondering what to add I would suggest a bit of this;

Add elven grass to the meditation areas and some seating. Lothlorien elves are very practical but that doesn't mean they dont use conventional surfaces like tables and chairs.

Could add a bit of a water feature with it and other places for elves to sit and enjoy the scenery or some carpeted areas where they would sit and meditate.

This all can easily be done; I did have a bit of trouble finding the quarters below for the priest but looks good. So I will approve it as an Abbey.

 

If you are looking to make it more impressive add a wall or two between the trees and add in Fine Glass panes to give it still an open feeling, having several entrances; but also sorta closed off as a structure. I would also consider adding elven ropes into the trees where one could climb up and sit amongst the branches as per their lore.



Presence10
Administrator
Posts: 96
Posted on Thu Aug 16, 2018 10:48 am

The room these are built in is a giant square... The entrance of which is also meh. I would consider having this place attached to the fortress already built into the wall rather than what looks like a stripped mined chamber.

The builds are also very rectangular and only meet the size requirement because of the wall. While this is fine the insides of both structures is barebones and needs some decor. The layout of both also needs to be improved. 

My tip; look up online of DND blueprints for suggestions into what a Guild looks like or what a Knight's Estate could be. Typically I would imagined a fortified house as a good starting point.



Froosty11
Regular
Posts: 17
Posted on Thu Aug 16, 2018 10:48 am

Library
41875 9 18420

Scholars Home is out and to the right.

Froosty, Lord of Khazad-dûm



BanAbonnen
Regular
Posts: 13
Posted on Tue Aug 14, 2018 6:14 pm

Hello again,

for now I have a first cathedral (x: 52891, z: 20473) to submit... even though it will stay labled as a Abbey for a long time I guess.

The basic idea behind the building is that the elven religion is nature and has more of a meditative style. This changes a few of the requirements in my eyes: I changed the small rooms off to the side into meditation rooms (3 for now) when a person is sitting there he can not be seen from the middle of the big hall also they have a notable lack of details and little stuff to concentrate better and feel into the nature around oneself. I left the "small rooms to the side" in a little number to create the option of the cathedral growing over time.

The chambers below the cathedral can be accessed from the left side of the big tree via a hidden door as well as the balcony (will be expended into a bigger system once I include them into the catacombes of Aiedail, already has secret entrances).

The whole building is kept very simple regarding details but if you have ideas to further improve the feeling I would be very happy and open for them.

BanAbonnen



BanAbonnen
Regular
Posts: 13
Posted on Tue Aug 14, 2018 5:45 pm

I got a question regarding the smithing industry: how do the three buildings work together?

Armorer's Workshop + Weapon Master's Workshop + extra rooms and storage and other details = Castle smithy (with all benefits)

or

Armorer's Workshop + Weapon Master's Workshop + Castle smithy = all benefits

Thank you in advance!

BanAbonnen



HadesZues
Regular
Posts: 7
Posted on Tue Aug 14, 2018 10:31 am

i have built the following

Knight's guild X: 98474 Y: 102 Z: 58315

Knight"s estate X98486 Y102 Z 58315



BanAbonnen
Regular
Posts: 13
Posted on Tue Aug 14, 2018 8:02 am

Hello Presence,

I built a cosy little tavern (x: 52834, z: 20514), three floors, two of them for guests, one is the kitchen.

Additional: eating table outside of the tavern with view on the tavern and lake, stage for bard, storage.

The storage is right around the wall of the kitchen, I hope you can find it.

For the bard I would like to have a Lothlorien Bard if thats possible.

Note: maybe its a bit small...

Thank you in advance!

BanAbonnen



Presence10
Administrator
Posts: 96
Posted on Mon Aug 13, 2018 5:12 pm

 First Impression: The floating Platform in the tree looks too large; and barely has anything in it. I would remove it and build the structure in the tree's branches to make it look more organic. As of right now it is uneven and ugly.

Most builds are very square; work with the land to make them look organic and flowing. The size requirements are mere suggestions of how big something should be [Previous lords tried to say a 2x3 tent was a 'player house' thus requiring this.] 

Theres a lot of styles going on. Treehouse for the Capital but then regular buildings for the Player houses and the Barracks. Then very elven style for the market which has a clever use of using trees in the build itself which I quite enjoy. The wall around your place looks half finished.

Lastly I want to say; this isnt a race to build. Its about making unique builds and nice builds. Those that look great and feel like part of Tolkien's world.

 2 Player Houses; Requirement Met

 Marketplace; 17x17 area with Several small stalls containing either Traders and Trade Booths, or just Trade Booths. This is for players to sell and buy from, including ones in your lordship. You too should sell something here for players.

 Smeltery; No Smeltery.

 Pasture; Very square pasture; make it more natural looking but meets requirements

 Training Camp; Requirement Met

 Capital Building; This is just; Its off center and empty. I could see the walls actually being the structure that sets up the Capital but the inclusion of the tree means you have to make it an organic build. Work with the tree and its branches to scope out the rooms you can make.

 Active Player; Requirement Met



Presence10
Administrator
Posts: 96
Posted on Mon Aug 13, 2018 4:57 pm

Approved; Added in Starch Trader and Baker now makes lots more breads



YaBoiTbone
Member
Posts: 2
Posted on Sun Aug 12, 2018 6:58 pm

Coords: X=-8227 Z=28197 Y=65

Right next to another city, the underground entrance is *not* part of mine, it is a sister city, Link and I are currently writing lore for both of our cities.

 



Froosty11
Regular
Posts: 17
Posted on Sun Aug 12, 2018 4:29 pm

Grainfield, Waterwheel(Windmill Alternative), Silo

41509 71 18420

Froosty, Lord of Khazad-dûm



dave97977
Regular
Posts: 4
Posted on Fri Aug 10, 2018 2:33 pm

I rebuild the training camp and build a pasture you didn't see the player houses and the smeltery because they were behind a secret door. I will leave the doors open. the marketplace is on a platform in the water.



Presence10
Administrator
Posts: 96
Posted on Thu Aug 9, 2018 10:41 pm

 First Impression: The Captial is pretty decent. However that Windmill with the dome of glass is under par. Theres a small pyramid and you lack several buildings that are required. If you need help in what is needed go ahead and read up the How-To Lordship, or you can contact me on Discord or in Minecraft to help you show what I would like to see.

 2 Player Houses; No locations marked out for Player Houses

 Marketplace; This should be a decorative area with stalls and Trade-Booths in them where you sell personal goods and other players if allowed can set up shop.

 Smeltery; No smeltery

 Pasture; No pasture exists; the one underground is used to hold sheep... As well this should be above-ground to look nicer. Cut out a patch of trees above and fence it off.

 Training Camp; The barracks is tiny; and unimpressive. The roof needs work and the training yard itself should feel more militaristic. Inside the barracks there is a floating table, and a single table in the middle of the room.

 Capital Building; Very nice and impressive; a few unique choices of building but if the rest of your builds did this it would look Magnificent!

 Active Player; Requirement Met



dave97977
Regular
Posts: 4
Posted on Thu Aug 9, 2018 12:28 pm

I want to apply for lordship the coords of the city are: x:38887 z:389843 



Presence10
Administrator
Posts: 96
Posted on Tue Aug 7, 2018 10:49 am

 Second Impression: I would recommend adding a bit more texture variety to the Dark Dwarven brick. In the walls you can add various colors maybe even stained clay to improve the quality of it all. Otherwise you've corrected the Pastures and everything looks much better.

 2 Player Houses; Requirement Met; [May have forgotten where these were... but previous post said its Ok'd]

 Marketplace; Requirement Met; The smithy building there with the hammer seems to be unused. I would remove that hammer or change the blocks its made from to help it stand out

 Smeltery; Its ready to be a Smithy; so I will already approve that as well.

 Pasture; Requirement Met; Looks good as you added detail to it.

 Training Camp; Requirement Met

 Capital Building; Requirement Met; like most Dwarven Builds the entire thing is pretty solid

 Active Player; Requirement Met



Presence10
Administrator
Posts: 96
Posted on Sun Aug 5, 2018 5:17 pm

Shoppe: Approved.

Guild: Needs work on the ceiling and rooms. They feel a bit bland. Vary the wall textures in this part.

Estate: The ceiling needs to look better and should have some pillars in here. Its one massive room and I would rather see a seperate bedroom. The Kitchen and such are much to small and think of the main area as a place where the Knight would serve guests.

Hunting Lodge: Approved

Library/Scholar Home: Approved.

Barracks; Approved waiting on the Office for the Commander and the Routes.



VMYCode
Regular
Posts: 4
Posted on Sun Aug 5, 2018 5:17 pm

Hello presence I fixed the Pasture problem and added a stall for horses on the lower level right next to my open farm

I hope you are satisfied with the result

 

Greetings VMYCode

 

P.S. I renamed my Capital from Karaq-dûm to Byzantium

 

 

 



TheSquidychicken
Regular
Posts: 4
Posted on Sun Aug 5, 2018 8:46 am

Some more buildings:

Market Shoppe: X: 114995 Z: -14545 Y:7
And i think ill take the flower trader

Knights Guild: X: 114888 Z: -14555 Y:76

Knights estate X: 114867 Z: -14555 Y: 80

Huntsmans Lodge: X: 114912 Z: -14565 Y: 91 

Library (with scholars homes) X: 114942 Z: -14517 Y: 61

Barracks: X: 114879 Z: -14571 Y: 70



Presence10
Administrator
Posts: 96
Posted on Fri Aug 3, 2018 11:03 pm

Shoppe Approved;

Stable; Would like to see it filled out a bit more on the upper levels. But NPC will be given.

Barracks; Mark me paths and it wll be approved.

Bakery; Approved



GoddessArtemis
Regular
Posts: 2
Posted on Thu Aug 2, 2018 8:43 pm

Added some more buildings, new bridge design courtesy of DEMMERS (thanks dem).

 

Market Shoppe - I would like the sapling trader please (x: 55129 z: 24012)

Stables - (x: 55042 z: 24050)

Barracks - (x: 55156 z: 24068)

Bakery - (x: 55102 x: 23933)



Last edited by GoddessArtemis - Thu Aug 2, 2018 9:36 pm


YaBoiTbone
Member
Posts: 2
Posted on Tue Jul 31, 2018 11:43 pm

Coords: X: 8219 Y: 65 Z: 28190

Radius: 250



Froosty11
Regular
Posts: 17
Posted on Tue Jul 31, 2018 11:12 am

Done.

Froosty, Lord of Khazad-dûm



Presence10
Administrator
Posts: 96
Posted on Mon Jul 30, 2018 5:29 pm

You place it; I remove it...



Presence10
Administrator
Posts: 96
Posted on Mon Jul 30, 2018 5:29 pm

Approved.