Clambering Moor: Difference between revisions

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[[File:Cm map 2022-12-08.png|thumb|Clambering Moor gridmap from 2022-12-08.]]
[[File:Cm map 2022-12-08.png|thumb|Clambering Moor gridmap from 2022-12-08.]]


<gallery mode="packed-hover">
<gallery mode="packed">
Cm gnomey.png|Clambering Moor concept by Gnomey.
Cm gnomey.png|Clambering Moor concept by Gnomey.
Cm concept.png|Clambering Moor concept by Squash.
Cm concept.png|Clambering Moor concept by Squash.

Revision as of 17:40, 27 January 2023

The old Clambering Moor, as it exists in TR_RestExterior.

Current Implementation

Clambering Moor is a region in TR_RestExteriors, part of the Velothi Disctrict. It is currently a retroactive designation given to a hodgepodge of exterior claims, most made in 2009 or 2010 in the Velothi Mountains, Bitter Coast, or Ascadian Isles style, with few uniting characteristics.

Plan

Clambering Moor gridmap from 2022-12-08.

The Clambering Moor is to be remade entirely according to long-standing plans – the region will be a deep-red mountain grassland, accented by ivory mushrooms, rolling down from the Velothi peaks to the Inner Sea coast. Once host to a multitude of Dwemer freeholds, the Clambering Moor is now settled by Redoran hoom and beetle ranchers, often suffering orc, goblin, or ashlander raids. Historical Nord presence will be evident in scattered barrows.

Compared to earlier plans and the current TR_RestExterior implementation, gridmap 2022-12-07 enlarged Clambering Moors towards the south, leaving only a cell's worth of Roth Roryn buffer north of Dominions of Dust release border. This will leave more space for this intriguing region at the expense of the comparatively huge, yet bland Roth Roryn.

The Roryn river will now merge into the Priyai near Kartur outpost (to be renamed), instead of flowing north. This will mean that Roth Roryn's meaning of "south of the Roryn" remains plausible. The shoreline shape was also changed on the gridmap to remove the loathed Grenade Island.

Points of interest will include Daedric ruins, large Dwemer ruins (perhaps even a semi-functioning Dwemer vertical garden), Nordic barrows, a stronghold, goblin caves, and roaming camps of Redoran patrols, Malakh Orcs, or ashlanders.

Settlements

Veranis in TR_Restexterior.
  • Veranis – this city will act as the capital of Stones March and a faction hub and will, thus, need to be enlarged. In the 2020 template meeting, it was decided to add a temple and a wall around the perimeter of the town, and to remove the the bridges and two mesas in front of town. The buildings on said mesas should be lowered while keeping the raised ones at the top.
  • Rhanim – a shack village that currently has some random Redoran-style buildings strewn in, with no clear purpose. Possibly needs to be wholly remade.
  • Fort Ashmoth – an Imperial fort, to be added, that bridges the long gap between Fort Ancylis and the Skyrim/Cyrodiil border forts.
  • Kartur, for a long time planned to be a major Redoran power center, will instead be removed entirely as of gridmap 2022-12-07. This was done for several reasons:
    • The current implementation from 2004 by kingfish is moddy by today’s standards and would need to be redone wholesale. The same goes for almost all interiors. See further reasoning in the meeting here.
    • Kartur was to be Karthor Dale from TES I: Arena. However, years after kingfish had made the city, Bethesda released their 1996 concept map which revealed that the latter had been renamed to Omaynis. TR already includes Omaynis, albeit further east. Bodrum, moreover, already exists as a location in roughly the same place as Karthor Dale was in TES I. Hence, there is no direct lore need for a Kartur any more.
    • Stones March does not need Kartur as its capital, since it already has Veranis (Verarchen Hall from TES I) or Bodrum.
    • Clambering Moor will be a striking wilderness region with great potential for exploration. Having it be less urbanized may be beneficial.
    • Developers will have an easier time starting work on Redoran lands if they don't have to create a Tier II city right after the presumably exhausting Narsis->Saint Seryn->Kragenmoor run, all of which are chock full of settlements.

Exterior design guide (wip)

Ref limit: pending example cells

Ground textures:

  • T_Mw_TerrGrassCM_01 - most common grass
  • T_Mw_TerrGrassCM_02 (pending) - less common grass
  • T_Mw_TerrGrassRR_01 - uncommon grass
  • T_Mw_TerrGravelVM_01
  • T_Mw_TerrMossCM_01
  • T_Mw_TerrRoadDirt_01
  • T_Mw_TerrGrassDirtCM_01 (pending)
  • T_Mw_TerrGrassMossCM_01 (pending)
  • T_Mw_TerrGrassRockCM_01 (pending)
  • T_Mw_TerrMossRockCM_01 (pending)
  • T_Mw_TerrDirtVM_01 (pending)
  • T_Mw_TerrRockVM_01/02 (pending)
  • T_Nor_DngBarrowFort_TxFloor_01 - in Nord forts

Terrain:

  • T_Mw_TerrRockVM_**

Static Flora:

  • T_Mw_Flora_TowParasol_** - Main tree of the region
  • flora_emp_parasol_**
  • T_Mw_FloraCM_Fern01 - common groundcover
  • T_Mw_FloraCM_Maiden** - common tree
  • T_Mw_FloraCM_Redshroom_** - common shroom
  • T_Mw_FloraUV_Conespruce_** - rare tree
  • T_Mw_Flora_TumtumParasol_** - near VM (3 cells maximum)
  • T_Mw_Flora_ShroomTableG_**
  • T_Mw_Flora_ShroomTableR_**
  • T_Mw_FloraVM_Shrub_01-04 - common bush
  • T_Mw_FloraVM_Shrub_05-08 - on green grass only

Container Flora:

  • T_Mw_FloraCM_Shutag_** - common plant
  • flora_bc_shelffungus_** - common fungus, grows on trees
  • T_Mw_Flora_Bloatroot**

Cultivated Flora:

  • T_Mw_Flora_Bloatroot**

Vertex Shading:

  • Under statics:
  • Between textures:

Assets needed

Additional links

Exterior Claims

Template meeting 1

Template meeting 2

(Historical) 2016 conceptualization thread by Gnomey