Saturday, October 20, 2018

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finndevries
Member
Posts: 2
Posted 1 hour ago

Hi   I (finndevries) apply for lordship with my town Zotan-Lufatar which is located at x 83616 and z 52736   if i get approved i will be Nex´s second count to make him baron.

Thx for reading :3



30Storm
Regular
Posts: 1
Posted 19 hours ago

Applying for tavern building. Coordinates X:53292 Z:22185



Presence10
Administrator
Posts: 124
Posted 20 hours ago

 First Impression: Builds are fantastic. Well made and can't wait to see this place fleshed out even more with builds.

3 Player Houses; Approved

 Market Shoppe; Approved

 Smithy; Approved

 Stables; Approved

 Barracks; Approved

 Residential; Approved

 Active Player; Approved



Zyphlos
Member
Posts: 2
Posted 20 hours ago

Now applying for Baron.



Presence10
Administrator
Posts: 124
Posted 20 hours ago

 First Impression: Good Umbar Lordship ;p Like the others.

 2 Player Houses; Approved

 Marketplace; Approved

 Smeltery; Approved

 Pasture; Approved

 Training Camp; Approved

 Capital Building; Approved

 Active Player;  Approved



Presence10
Administrator
Posts: 124
Posted 21 hours ago

 First Impression: Good Umbar Lordship ;p Like the others.

 2 Player Houses; Approved

 Marketplace; Approved

 Smeltery; Approved

 Pasture; Approved

 Training Camp; Approved

 Capital Building; Approved

 Active Player;  Approved



Presence10
Administrator
Posts: 124
Posted 21 hours ago

 First Impression: The Melon village nearby needs to not exist so close. The Tree house needs to be a bit more organic. I would say make the walls out of Reed Walls 

 2 Player Houses; I assume theres plots

 Marketplace; Approved

 Smeltery; Approved

 Pasture; The stable needs serious work on the roof and structure to make it look less like a giant rectangle. You also need an area of just grassland for the animals to roam out thats decorated to feel like a pasture.

 Training Camp; I assume the tower is the area for the Camp; needs a sparring area and beds.

 Capital Building; Aside from the tree house; which probably needs remodeling to make it look as nice as the rest of the buildings; there is not much a "Capital" building.

 Active Player; Ya Golden



Osmiumite
Member
Posts: 4
Posted 21 hours ago

Also completed a Bakery:

x30982, z133068, y103 ,

and my Grainfields:

x30966, z133053, y105



Osmiumite
Member
Posts: 4
Posted on Thu Oct 18, 2018 12:26 am

X30980, z133124, y113

Both Knight Plots are marked with cobble outlines and a sign (as I currently have no Knights).

Pasture is on the Southwest shore.



Last edited by Presence10 - 20 hours ago


Eddnesss
Member
Posts: 1
Posted on Tue Oct 16, 2018 11:55 pm

Coordinates: X= 46450 Z= 121781 City Name: Sakalthôr Knights: RCTID_Thorns (Knighthood is transferred from Milhousejackson to Eddnesss) and HaAluf_Perry



Last edited by Presence10 - 21 hours ago


InsaneLucifer
Regular
Posts: 2
Posted on Tue Oct 16, 2018 8:03 pm

Applying for Lordship of Totoka a Taurethrim village on West Coast of Far Harad Jungles. X 8716 Z 265494 

FilthyWeaboo 



Presence10
Administrator
Posts: 124
Posted on Mon Oct 15, 2018 5:22 pm

 First Impression: Gondor digging down like dwarves; You have a good direction but theres a few improvements you can do. Some of the builds are obviously rushed and the use of Cobblestone... As well as the main enterance underground is unfinished really draws back.

Theres also large open areas of unused areas that needs to be filled with something. And youre area keeps spawning invasions; You can claim more area around you to make it them go away. 

 2 Player Houses; Need their own claimed area.

 Marketplace; Looks fantastic; just needs to actually have items inside the booths to be sold.

 Smeltery; It feels a bit bland; needs something with the walls; ceiling; and floor to be done as theyre uniform and dull. The furnace itself is pretty err... ugly tbh. I hate cobblestone XD

 Pasture; Needs to be suitable for animals to roam on... Its basically a sheer cliff face.

 Training Camp; Needs something with the walls and floor. You can make more rooms. Not many people choose to fight in their bedroom.

 Capital Building; Entire thing is a build; but it seems all discombobulated and uncompleted. I would love tos ee when you make good use of the ravine and change out the cobblestone.

 Active Player; Approved



Presence10
Administrator
Posts: 124
Posted on Mon Oct 15, 2018 5:02 pm

 First Impression: Need more textures besides just wood. Look up Clay Tiling, it makes fantastic roofs. You can also use brick and stone to make nicer walls. Lastly the roofs really need a lot more work. 

Your structures can use a little work; look from examples of the modpack and try to replicate their style. Not in its entirety but enough to get a sense of better building practices.

If you need help you can reach out to me when I am online and I can do an example build for you.



Presence10
Administrator
Posts: 124
Posted on Mon Oct 15, 2018 4:58 pm

 First Impression: Before anything; I would ask for a road connected to all structures so it is easier for me to find them and looks better overall. Second; Claim all of the area around your base. Doing a grid pattern of gold blocks isnt too hard.

 2 Player Houses; Approved

 Marketplace; Needs to be a bit more... Its just a circle with empty booths. Add some decor make it inviting. Like Hobbiton Marketplace.

 Smeltery;  Approved

 Pasture; Needs more decoration than a literal 33x33 square fence. Most of your structures are well made. Put some of that care into that.

 Training Camp; I would like to see a larger sparring area; as well it needs to be connected to the road.

 Capital Building;Looks fantastic!

 Active Player; Yes



Presence10
Administrator
Posts: 124
Posted on Mon Oct 15, 2018 4:49 pm

I would like to see the roof of the smeltery worked on. As well you have a variety of blocks that just clash with the blocks around it that draw away from the quality of the build.

Such as; Mallorn Leaves, the Thatch mixed with Brick on the roofs, Mix of stone blocks and angmar blocks which just confuse the pallete. There are also several buildings which do not look as good. Theres the house near the farm which seems pretty low quality and needs improvement.

I would also consider making the wall look better; adding in batter to the bottom of the wall will make it look nicer as well as some design and prettiment.

Overall the build needs to now just up in overall quality and bring in the mismesh of textures.



DrPredator_Atlas
Member
Posts: 1
Posted on Mon Oct 15, 2018 4:31 am

I am requesting lordship over Thurindhol, a hidden fortress in Ithilien, coordinates are: x:80337 y: 100 Z: 69455

Please PM through discord for any questions thanks!



Osmiumite
Member
Posts: 4
Posted on Mon Oct 15, 2018 1:44 am

WAWLA, aka "What Are We Looking At" is a tooltip mod that displays useful pieces of information like the break percentage of a block, names on player heads, names of items in item frames, and most notably: Speed and jump height of a horse (which presumably works with other ridable animals too, such as rhinos and wargs). 

Heres is a link to the curseforge mod page, which just so happens to have a stable release for 1.7.10! [ https://minecraft.curseforge.com/projects/wawla-what-are-we-looking-at/files?filter-game-version=2020709689%3A4449 ]



KarmaDrake
Member
Posts: 1
Posted on Sun Oct 14, 2018 8:53 pm

I am applying for lordship of Stehlenburg, a Rohirrim city on the west side of the Entwash, centered at x:55235 z:46992. 

My structures are temporarily labeled with signs for ease of navigation, please DM me on Discord with any questions.

With thanks,

Karma Drake



Master_Treebeard
Member
Posts: 2
Posted on Sun Oct 14, 2018 12:40 pm

I am applying for lordship of Ha'Chakmool, a Taurethrim city located in the Cloud Forest centered at X:12016, Z:209200. 

With my structures being relatively spread out, please PM me on Discord if you have any questions. 

Also, I would love any and all criticism/advice you can give me as I am new to building for aesthetics.

 

Thank you,

Master_Treebeard

 



Last edited by Master_Treebeard - Sun Oct 14, 2018 9:12 pm


Moppies
Regular
Posts: 3
Posted on Sat Oct 13, 2018 12:03 pm

My name is Savitar, the God of speed.. I mean moppies

I made a build for the contest.

Plot ID: -11;2

Coordinates: 

X: -567,47458 (-567)

Y: 34,000 (34)

Z: 72,46267 (72)



Spaceface123
Regular
Posts: 2
Posted on Thu Oct 11, 2018 10:17 pm

Added plots and fixed smeltery.

 



Presence10
Administrator
Posts: 124
Posted on Wed Oct 10, 2018 6:15 pm

Approved.



Presence10
Administrator
Posts: 124
Posted on Wed Oct 10, 2018 6:13 pm

I would like to see a lot more decoration for the Knight's Estate. It just seems empty; what would an Orc want in his estate? Maybe add some more items about, storage, etc.

The Knights Guild is missing sparring rooms, and I would suggest private rooms nearby. Its a Guild so I would also look up what Guilds had in medieval days.

I would say each place needs more decoration; theyre both largely square and dull. Consider adding more floors to each place, some nice hallways, and a bit more interesting designs.



Presence10
Administrator
Posts: 124
Posted on Wed Oct 10, 2018 5:42 pm

In the spirit of the season the server will be hosting a Spook Contest! 

 

The requirements are simple. 

Use the Plot World and with a single plot design a spooky, scary, fun or Halloween themed build.

You design and we will judge it.

The judges will be Staff members. We will each choose our top 3 and cast a vote. Whomever gets the most votes will be given First Place; and so on.

 

First place: Receives a custom spooky item. Hirable CNPC which will live in the area. Trophy of Best Spook 2018.

Second Place: Hirable CNPC which will live in the area. Silver Trophy of Spook 2018.

Third Place: Bronze Trophy of Spook 2018.

 

Depending how many entries we get there may be other awards for other creative ideas or good builds.

>>All builds must be in the Plot World!<<

Good luck spooking us! 

To submit a build:

Post the: X,Y,Z in this form: 1234 56 7890. Make it easy to copy and paste!



Last edited by Presence10 - Wed Oct 10, 2018 9:20 pm


Master_Treebeard
Member
Posts: 2
Posted on Mon Oct 8, 2018 8:15 pm

Originally posted by Osmiumite:

I also have suggestions that could be promising:

 

Inn :

> Temporary sleeping (with a tavern perhaps?)

> Size: 17x17

> Required: 2-3 rooms with amenities (such as tables, chairs, paintings)

> Reward: Increased coin generation? (similar to Ban's idea)

 

Warehouse :

> Official "storage" for items not kept in personal chests/county-owned items.

> Size: 10x10

> Required: Accesible crates/chests, possible evidence of work (Logs lying about, ore blocks stacked)

> Reward: n/a

 


 

Just an FYI Osmiumite, those two are already included in the lordship building lists.