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BanAbonnen
Regular
Posts: 13
Posted on Sun Apr 8, 2018 8:16 am

I am BanAbonnen and I want to apply for lordship.

I have worked on all requirements and I would really like to contribute to the server by being a lord.

The coordinates of my base are x: 52692; z: 20612, the mine is a bit off: x: 52931; z: 20692 (it is lacking quality but a new, bigger and better decorated mine is planned in the catacombs of the town).



Last edited by Presence10 - Tue Apr 24, 2018 11:43 am
Presence10
Administrator
Posts: 124
Posted on Sun Apr 8, 2018 8:41 am

Review on 04/08/2018

Requirements:

 

  • A minimum of 5 Town Homes/Player Houses - to house your citizens.

I see maybe 4 total; including yours? NPC generated ones do not count.

  • A blacksmith building of some sort, that has the variation of 6 crafting tables for your faction. (GOOD or EVIL)

You have everything necessary; but the dwarven/gondor is really a clash. Also theres not much that shows its a blacksmith.

  • A Stable, Barracks, and Mine (for mining) need to be present.

Mine - Unique and pretty. --Requirement Met--
Stable -Looks good! --Requirement Met--
Barracks - Barracks is rather small; beds and weapon racks. Maybe add a second structure nearby for like training it just seems to be missing something.

  • A Keep/Stronghold/Castle/Capital building of some sort that is public to your citizens.

This looks great on the outside; then feels like an empty shell. Rooms are barren and theres nothing that makes it feel like a Capital on the inside.

  • A source of water in the shape of some type of Fountain.

Requirement Met

  • A market for your citizens to sell their goods within.

You have the stalls; include 2 of your own booths in which have Trade-Booths in them which you sell to your residents.

  • Roads and Paths must be clearly made.

Requirement Met -- Hard to see through the canopy

  • The quality of your town must be atleast NPC Land Generation Quality or Better, if it doesn't look as nice as a Hobbit Bar, try harder.

The quality of the macro is good; it has a theme to it aside from one or two things. however; It is seriously lacking in the micro details. Most buildings are empty and barren. Void of little things to make them look nice. I would consider adding in smaller details like you did with the Barracks and the Player Homes I saw. Couple chests; some designs. You even made a ruined tower that looks great! 

  • To be a Lord, one must be active on the Discord.

I don't see you doing much on discord... I set you to Guest Role; and if you get everything in order from the above I can see pushing you to a Lord.

 

--Theres a 1 week waiting period between reviews; So see you in a week--

 

BanAbonnen
Regular
Posts: 13
Posted on Sun Apr 8, 2018 9:08 am

How the barracks, the broken tower and the blacksmith tie into the lore:

The lore of the village is about the alliance between elves, humans and dwarfs. It first was created during the first ring war with the help of the best builders of the dwarfes and the humans. This is reflected in the presence of the gondorian stones, the very human-typical castle and the contrast to the white stone with the dwarfen bricks. The dwarfen influence is represented by the existing of the catacombs and other underground structures (still working on it).

At first the military aspect was (in times of war) very important as the former great tower with the big hall of alliances shows, but was later left to die and crumble after the war ended (and the alliance lost a bit of its momentum) and was decidet to left untouched at last because of the location of the town very deep into the forrest from where it was almost impossible to send helpful soldiers to any place in an acceptable time. With time the tower came down, the big hall was not longer used and the barracks were left in dust, even a big tree was planted in the middle of the former training square (you still can see parts of it when you enter through the ruined tower).

BanAbonnen
Regular
Posts: 13
Posted on Sun Apr 8, 2018 10:16 am

question about the trade-booths: You mean I should just include two trade-booths into my stalls?

Presence10
Administrator
Posts: 124
Posted on Sun Apr 8, 2018 8:49 pm

Yes; Marketplace should have Trade Booths and; if possible traders. Think of it as a place where your players can sell stuff at their liesure.

BanAbonnen
Regular
Posts: 13
Posted on Sun Apr 15, 2018 6:40 am

Here is my request for a second review.

--A minimum of 5 Town houses-- there are 2 Tree Houses and 3 on the ground with at least one more on the ground in building process and a lot of tree structures in the making

--A blacksmith-- the clash is kindof a part of the lore (like the memorial inside the castle), there is an anvil and pictures of weapons, I am not shure yet how to make it more clear but it will receave a rework soon, I am not totally happy with it

--Barracks-- I addet some little structures for training measures, I think a much bigger military equippment would not make too much sence from a stragegic viewpoint since it is quite  far away from dangerpoints, there is a military academy more to the east on the agenda (and it is a part of the lore)

--castle-- I tried to improve the quality of the micro by adding more details especally to the inner parts of the towers and some rooms within the main building (you can find the agenda there as well ), tried to improve the representative feeling by adding more banners and the memorial, it is not perfekt still but I will update it when I get new inspirations

--market place-- trade-booths addet, prices are just a demo yet (I will look up prices from the market and add them), traders come as soon as possible

--building style-- I addet a lot more little details, upgrades are always in the making

--discord-- I finally found the discord to server channel and I am active there

--lore-- lore is above, I will try to include more of it into the village maybe in the form of books or a painted wall within the catacombes

--army and other npcs-- on the way

Thank you for your efforts

 



Last edited by BanAbonnen - Sun Apr 15, 2018 6:41 am
Presence10
Administrator
Posts: 124
Posted on Mon Apr 16, 2018 6:22 am

Review on 04/08/2018

Requirements:

 

  • A minimum of 5 Town Homes/Player Houses - to house your citizens.

Requirement Met

  • A blacksmith building of some sort, that has the variation of 6 crafting tables for your faction. (GOOD or EVIL)

Its still a big clash; but it does meet criteria... It still feels like an eye sore.

  • A Stable, Barracks, and Mine (for mining) need to be present.

Mine - Unique and pretty. --Requirement Met--
Stable -Looks good! --Requirement Met--
Barracks - Barracks has training yard, beds, and equipment --Requirement Met--

  • A Keep/Stronghold/Castle/Capital building of some sort that is public to your citizens.

Interiors have been added. Looks better but still lacks quality.

  • A source of water in the shape of some type of Fountain.

Requirement Met

  • A market for your citizens to sell their goods within.

You have the stalls; include 2 of your own booths in which have Trade-Booths in them which you sell to your residents.

  • Roads and Paths must be clearly made.

Requirement Met -- Hard to see through the canopy 

  • The quality of your town must be atleast NPC Land Generation Quality or Better, if it doesn't look as nice as a Hobbit Bar, try harder.

The Fortress has more in it; but some areas seem to clash and are unplanned. But there are interriors; I suggest more rooms and close up the walls cause the fortress is basically open on the sides. 

Much improvement has been made over the week; I would like one more week of work from you

  • To be a Lord, one must be active on the Discord.

On Discord for about 8 days; would like to see you stay on it. Basically keeping in touch with announcements we do through it. Which you are so this requirement is met



Last edited by Presence10 - Mon Apr 16, 2018 6:22 am
Presence10
Administrator
Posts: 124
Posted on Mon Apr 23, 2018 9:28 am

  1. 2 Player Houses; Requirement Met
  2. Marketplace; Requirement Met
  3. Smeltery; Add a fenced in area to contain ores. But this Requirement is Met
  4. Pasture; You made stables; add a Pasture to the south. But this Requirement is Met
  5. Training Camp; Requirement Met
  6. Capital Building; Requirement Met
  7. Active Player; Requirement Met

You are accepted as a Count. Congrats and welcome.

BanAbonnen
Regular
Posts: 13
Posted on Tue May 15, 2018 5:04 pm

After becoming Lord here is my first upgrade:

Stables at x: 52705; z: 20665

I am looking foreward to hearing from you!

 

Presence10
Administrator
Posts: 124
Posted on Mon May 21, 2018 2:40 pm

Stables

Accepted

BanAbonnen
Regular
Posts: 13
Posted on Sat Jun 2, 2018 6:57 pm

Hi there, I got a smithy to submit.

x: 25776, z: 20615

Indeed, even smithys were build mostly out of wood since most blacksmiths were not rich enough to afford a stone house (I know, I kindof undermine this argument with the stone roof but ehm... still) the parts for stalling ores and materials is in the bottom and can easily be expanded if the space is needed.

I completely destroyed the smeltery to fit everything into one building which is now submitted as the smithy.

Thank you!

Presence10
Administrator
Posts: 124
Posted on Sun Jun 3, 2018 4:27 pm

Approved. Looks fantastic

BanAbonnen
Regular
Posts: 13
Posted on Sat Jun 30, 2018 10:52 am

Hello Presence, here are the next two submissions:

first the "Market shoppe": (x: 52744; z: 20615)

It is maybe just a little bit on the small side, but its designed to feel very cosy and welcoming (for this as well I choose the very simple outside design to make it feel more fluid with the other buildings, I already had to explain to Crafter ). It contains 3 trading booths (which can be expanded on) also the little wierd hole in the right corner with the furnaces is a leftover from the last blacksmith... but I need the furnaces so maybe I will add a little trading booth there as well for materials.

on the not so small side are the barracks (x: 52603; z: 20534):

they include: mess hall with kitchen (here more like a serving area, the really big kitchen for the whole castle will be included in the building to the right (you can only see the shapes on the gound yet), weapon (and general) storage, beds, a little place to relax with others, the room for the captain (within the tower on the upper floor), a bigger strategic planning position (on top of the tower). I could go for a bigger storage if I need below the armory in the tower if needed. The training area is to the left downwards.

I am not sure how I am supposed to mark the paths through the village but I will message you on discord for this.

Also I will get all the differend weapons and armors in when I can afford it, I am currently mining for it.

Missing stuff: the path from the front to the back of the castle, most notably the barracks will go through the lake-facing side of the castle but I decided agains a placebo path since it depends a lot on the general design of the other structures I am going to build soon there.

I am looking foreward to hearing from you!

BanAbonnen



Last edited by BanAbonnen - Sat Jun 30, 2018 10:53 am
Presence10
Administrator
Posts: 124
Posted on Sun Jul 1, 2018 12:32 pm

1) You must choose between a Sapling Seller or Florist for your Shoppe.

2) Wool, or just some type of stand-out block. Most likely patrols in your area should be the walls or the keep itself, or surrounding landscape, like the marketplace

Both are accepted once conditions are met.

BanAbonnen
Regular
Posts: 13
Posted on Mon Jul 2, 2018 9:00 am

I set ideas for the paths with wool blocks with a torch on top, one is on the walls, starting from the barracks, one is around the main place down towards the broken tower. I hope they fit the size limit. If I set two blocks of wool the idea is that the path there is in both directions (down towards the broken tower and back up to the main place).

For the shop I would really like the Florist.

Thank you very much!

Presence10
Administrator
Posts: 124
Posted on Wed Jul 4, 2018 2:57 am

Both have been finished. Traders are placed; guards on patrol.

BanAbonnen
Regular
Posts: 13
Posted on Sun Jul 15, 2018 6:04 pm

Hi Presence, I guess thats the first try to become Baron.

 

Requirements:

Market shoppe: submitted and accepted above (x: 52744; z: 20615)

Smithy: submitted and accepted above (x: 25776, z: 20615)

Stables: submitted and accepted above (x: 52705; z: 20665)

Barracks: submitted and accepted above (iron for the armor and weapons is already in the forge, should be finished soon) (x: 52603; z: 20534)

3 Player Houses: 1) x:52740; z:20581

2) x:52680; z:20629

3) x:52795; z:20560 (inside the tree, dont mind the other house, its next for a blacksmith-level rework)

there are other houses around the lake especally around the main place, I plan on building more houses like 3) and the last (not yet built) part of the Castle is for living, also the smithy includes a living area as well for the blacksmith.

2 Counts: GoddessArtemis (or Dekasaurus) and MysticalLord are going to pm you on discord

I am looking foreward to hearing from you!

BanAbonnen

 

 



Last edited by BanAbonnen - Sun Jul 15, 2018 6:05 pm
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

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

Presence10
Administrator
Posts: 124
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.