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Old 7th Mar 2010, 10:44 PM #101
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Take as much time as you need, we need to do all of our buildings and sims so there is no major rush it would be great however if you could get something up that quickly


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Old 7th Mar 2010, 10:55 PM #102
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Can't wait to see the previews Kiwi i know its going to be a great world (i also have your Niua Simoa and its awesome )

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Old 8th Mar 2010, 07:52 PM #103
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Here are some screenshots:














Old 9th Mar 2010, 04:27 PM #104
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Here's an ultra rough prototype. It'll take a LOT of work to get a gentle rise in the city that also allows us to have a coherent city centre, but I'll keep working at it. The grey lines are rough ideas where major roads *might* go. The red lines a just for continuation. The flat bit is going to be lifted up into hills, don't worry about that for now. Feedback?

I'm going to put a lot more work into the shape of the mountains, and I'll try to get some nice little bays in somewhere as well. You're only really seeing three quarters of the coast on this pic, I wanted to give us a LOT of room to play with the land, and also have a large buffer of non camera routable land on three sides.

EDIT: Also, how's this for the physical style of the hills? It's a *bit* cartoonish, but I like that, and it should take on a certain vibrant realism with painting and neighbourhood deco and flora.
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Last edited by kiwi_tea : 9th Mar 2010 at 04:38 PM.
Old 9th Mar 2010, 05:03 PM #105
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Wow wiki, that is brilliant, rough prototype or not it looks really good, i can definitely see the potential of how this is going to turn out, at the moment it is hard to give much feedback as it is not developed enough, at the moment i love it and i think the next update we should be able to give better feedback, right now the shape and planned roads looks perfect


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Old 9th Mar 2010, 05:17 PM #106
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Your prototype looks already great. I really love the multi-leveling you did. As for the roads, it seems perfect.

I would have seen it just a tad bit different. The roads at the highest level (back) seems really dense and the sea-level roads are the contrary. I would have imagined that the higher you get the more sporadic/less dense the building get because of the terrain structure but that looks good like that too

Can't wait for next update !
Old 9th Mar 2010, 05:40 PM #107
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Those red lines flow further back into the mountains and do get very dense. There may be room for a tiny 'village' around the coast from the town, at this rate. Or just some nice scenary. I'm having more trouble with the paint and trees profile. Just another prototype, not the real deal. Please rip into it. And if you can find better textures, that's cool too. I be putting cobblestones where the town and such will sit, probably, and obvious that's not the road texture we'll use in the end.

EDIT: Also, what the most appropriate set of flora, do you think?
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Old 9th Mar 2010, 05:47 PM #108
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Hey,

Looks amazing I maybe would have used a darker kind of herb. This one remind me too much like some lawn grass. Do you use Martine's textures?

For the flora, I'll see if I can look further into it to answer more precisely.
Old 9th Mar 2010, 06:04 PM #109
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Darker Martine grass. Threw some cobblestones down. Imagine the roads are brown.

Good?

EDIT: This is roughly the land we have to work with, btw, and it gives a good idea of the size of that prototype you're seeing there.
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Last edited by kiwi_tea : 9th Mar 2010 at 06:44 PM.
Old 9th Mar 2010, 06:16 PM #110
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Perfect I can't wait to see the port area when it's going to be finished!

Edit: are you planning on having a waterfall somewhere?
Old 9th Mar 2010, 07:26 PM #111
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Looks like good amount of land to me, in terms of flora i am not entirely sure yet, we have all taken to using pine trees i think, but i am not sure really how fitting that is :/


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Old 9th Mar 2010, 07:29 PM #112
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I did some search and here is the flora you'll find in Mediterranean's landscape :

You have trees such as the olive, orange, lemon, palm, and citron; as well as fig, date, pomegranate, almond trees, sugarcane and cotton. The vegetation consists of dense growths of chestnut, cypress, and oak that occupy the lower slopes, and at higher elevations, there are extensive stands of pine and fir. So pine is good
Old 9th Mar 2010, 08:38 PM #113
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Ok so we need to avoid using palm trees, lana you should send a pm to all the builders in the group about not using palm trees as i think a lot of lots are using them currently and so they need changing


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Old 9th Mar 2010, 09:11 PM #114
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Done Kiwi-tea, as soon as you'll know exactly what cobblestone you're going to use for the town areas, could you tell/show me so that we could make our floor used for the sidewalks match with it?

Edit: I've divided the list of the already done buildings into categories. It should make things easier for you, I hope.
Last edited by lanawinst : 9th Mar 2010 at 10:18 PM.
Old 10th Mar 2010, 12:20 PM #115
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Wow, Kiwi, that's pretty amazing for a prototype! That port is already stunning. I haven't seen anything like it before.

Lana, thanks for looking up what kind of trees we can use. That's very helpful!
Old 13th Mar 2010, 10:59 AM #116
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Small update with a few pics. The roads are all unconfirmed and they need a lot of smoothing, but something is rising up out of the clay.
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Old 13th Mar 2010, 11:43 AM #117
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Oooh it looks so good wiki!! i love the layout of it, you really captured what we are going for very well ^.^


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Old 13th Mar 2010, 03:41 PM #118
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It's awesome. I really dig the port area. It's going to look great!

I've just one question about the 64x64. Is it going to stay that way or are you planning to divide it?
Old 13th Mar 2010, 06:53 PM #119
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At the moment the 64x64 lot is just an example. Getting the same lot sizes that you guys want is going to be EXTREMELY difficult without causing popping lots. Really, we should have waited until the world was made before starting to build, but I didn't really think about that. Worst comes to the worst, we'll just have to put some existing lots onto larger spaces and adapt them. Not too big a deal, right?

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Last edited by kiwi_tea : 13th Mar 2010 at 07:54 PM.
Old 13th Mar 2010, 07:42 PM #120
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We'll manage to make it fit, and in the worst case scenario we'll rebuild. The most important is to have a functioning map.

I probably already told you that but what would be great is that whenever you know some size lots for sure, tell us ASAP so that we could build without having to make changes.
Old 17th Mar 2010, 08:58 PM #121
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How is it going kiwi, have you been able to make any progress of it since saturday?


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Old 17th Mar 2010, 09:26 PM #122
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Sort of. I'm going CRAZY with this. I can't get any of the roads to stop disappearing under the ground because of the amount of hills involved. This is taking lots of tweaking and retweaking, and everytime I fix a bit I break three other bits. :/

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Old 17th Mar 2010, 10:14 PM #123
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Ugh, that sounds rather hellish indeed! I hope you succeed with it though, you have made such a good start If needs be then we will have to minimise the amount of hills, also i meant to mention this earlier, but we need to make sure that we do not include too many trees in the NH because we don't want to slow the game down too much


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Old 18th Mar 2010, 10:50 AM #124
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I have got maybe half of the roads to stop disappearing into the ground... :/ But it'll become an issue again once I start adding lots. The roads are a bit buckled in places, but I think that's reasonably authentic for such a town.

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Old 18th Mar 2010, 01:55 PM #125
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You already did such great start, and I realize how much of a real headache it must be. I'm sorry it's so hard on you. It could be indeed realistic to have roads like you said. These roads aren't usually new but rather old used ones.
 


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