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I was just thinking of things to put in CH. I notice that some of the stuff in candle hill is treated quite differently than oth, sora, 2004-10-23 12:52:18
I was just thinking of things to put in CH. I notice that some of the stuff in candle hill is treated quite differently than other parts. There's a tavern which is a normal building (compared to the player-made buildings), and there's an arena and a temple, which are a part of the "rooms" of Candle hill. This seems a little inconsistent. Also, I've some ideas for some more buildings that could be placed in CH (either way I guess): A Library (books can come later). The PW Guild headquarters (Guilds can come later). Shipping company (could be player run, but would make more sense than being outside of the city. Shipping companies are typically on or close to the docks). Shipbuilders (same as shipping company). Zoo (use your imagination)
plans, allaryin, 2004-10-27 17:19:21
The library is already planned, and has space set aside for it.

The PW tower belongs in the southeast corner of town, but does not yet have much work done on it (ie, I had sketched something once, but it is probably lost now).

Other guild halls need to be scattered throughout town as well - we need a merchant guild, a guild of miners and gemcutters, and a hunters' guild. I would like to see specialized npc's available for hiring from each of these guilds - and would also like to see players become able to join and run them.

The shipping company would be either a postal system or an expansion of the merchant guild. I expect that the vast majority of businesses in town will eventually be turned over to players. One thing we really need is multiple docks and multiple ships running to different places.

An actual shipbuilder's shop would be great, but I expect that it will be waiting until we let players own ships - and sail to arbitrary locations. Very little work has gone into this. I have a few ideas on how the ships will function, but otherwise, nothing has been done.

Other businesses that need to go into town:

Building supplies - somebody needs to open up a lumber/stone warehouse from which people will be able to purchase goods for building around town since everything is a decent distance away from the forest (and eventually there will be orcish border guards to slow things down further).

Farmers' market - while actual farming around town will not be the easiest thing in the world, ranching shouldn't be impossible. In addition to local ranches, people should be able to ship vegetables and fruit over to town as well. Multiple stalls here.

Smithy - npc should be able to repair weaponry, and extra forges should be available for players to do it for themselves. Probably also crafts the odd item for sale as well. Attached to the miners' guild.

Bakery - daily supply of breads and cakes produced every morning. Probably willing to purchase/sell baking materials. Adjacent to the farmers' market.

Barracks - city guard hangs out here when not on duty and teacher npc's are available to train people in fighting skills.

Brewery - small place that produces ale (grains imported from both orcish and elven territory), mead (from desert wasp honey), and something particularly noxious for the purchase of sailors on the docks.

Taverns - we need at least two other inn/tavern type businesses in town. One will be higher class and have expensive lodgings and food and the other will be more middle-class and will have significantly more rooms than the fancy place. (Rim's tavern doesn't rent rooms) Place the fancy inn between PW guild and governmental offices and the middle-class inn south of the west gate.
layout, allaryin, 2004-11-19 04:03:39
Ok, I've got graph paper here with a map of town on it - I'm so happy, the place is actually too big to fit on one page of the normal ruled stuff ;)

Anyways. I've drawn up basic layout for all of the buildings that have been listed so far and the city still feels about 1/2 empty. This means that the rest of the place needs to be filled with housing and more businesses.

Tailor - two of them, one offering basic off-the-rack sort of clothes and the other offering custom work.

Armourer - a shop specifically dealing in armour and one specializing in weapons.

Furniture - basic home furnishings, rugs, beds, cabinets, etc...

Apartments - a large multi-story building offering housing for like 30 players or so.

Bank/Moneychanger - a large, centrally located place. The merchant guild probably also has similar services, but would be a competing entity.

Butcher - adjacent to farmers' market, would have various types of meat for sale and would probably also be willing to prepare sausages and such if provided with the ingredients.

By adding these places to my map, I still have quite a bit of space left, but the map doesn't feel empty, just a bit sparse still. I am hoping to go for utterly crowded.

The only thing preventing me from sitting down and adding all of these buildings and such is that I am unfamiliar with the workings of our map editor as it affects non-overworld areas.
undercity, allaryin, 2004-11-19 04:18:36
Ok, now CH is coastal, but it is also elevated and is built on some very solid rock. I would like to also build a small undercity and sewer system. It wouldn't be Parisian in scope, but it would probably be about half the size of town.

I am thinking of starting it under Peace and taking it south to under Candle. Basic layout idea is that there will be large tunnels running parallel to the roads and that there would be smaller tunnels leading out of there.

The southeastern corner of the area would be entirely taken over by the PW guild basement and the eastern and western edges would probably be rather unsanitary as they are where the sewage drains to before being sent north underneath Sea and Sky lanes.

The remainder of the undercity would probably be quite suitable for zero-income housing, thieves guild headquarters, and black market type purposes. The city will post a few token guards in key areas (near the bank, etc...), but otherwise ignores what happens under ground.

The undercity would be accessible via storm grates along the N/S streets and through the basements of a few buildings in the area. There is also an actual doorway leading into the system from the barracks, from the PW guild, and from the arena.

Of course, this is just an idea. I kind of like it, but am not romantically attached to the idea.
large complex layout, allaryin, 2004-11-19 04:46:54
The barracks, apartments, governmental plaza, and PW guild hall will all be similar to the temple in that they take up way more space than is allocated to them on the normal map (temple being interesting in that it is allocated exactly zero space :P).

+-----+--+-----+ The apartments should be three stories tall with 8
| |> | | rooms per floor. Each apartment will actually have
| = = | two rooms to it, the front room taking up 2x2 map
+..+--+ +--+..+ tiles and the back room occupying only one tile.
| | | | | |
+--+..+ +..+--+ There will be a pair of hallways crossing on each
| = = | floor. The exit will be west onto Sea Ln and there
| | | | will be stairs on the northern and southern ends
+-----+ +-----+ of those floors that warrant them.
= |
+-----+ +-----+ The E/W hallway might wind up being partially
| | | | blocked off in order to make a rental office and/or
| = = | housing for the manager.
+..+--+ +--+..+
| | | | | | Also note that this map isn't to scale ;)
+--+..+ +..+--+
| = = |
| | <| |
+-----+--+-----+

The barracks will also open up onto Sea Ln and will be laid out something like this:
+---+---+---+---+---+---+---+---+ A - dormitory room for 4 guards
| A | A | A | A | G | G | D | |
| | | | | | | = | B - practice room
+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ E |
| | | | C - break room
| | | |
| | +---+---+ D - captain's office
= B C | |
= | | E - captain's quarters
| | = |
| | | F | F - armoury
| | | |
+-=-+-=-+-=-+-=-+-=-+-=-+ | G - quarters for one lieutennant
| A | A | A | A | G | G | |
| | | | | | | |
+---+---+---+---+---+---+-------+

Ascii maps of the government complex and of the PW guild are probably much more complex and will also have to wait to be drawn up.
ch building progress, allaryin, 2004-11-23 15:05:16
Ok, as far as your visual consistency concern. I plan on lining all of the streets in town with normal buildings. This will be in addition to the more permenant style rooms (like the temple).

Most of these little buildings will be houses and such, but some will be businesses (I've got a doctor and a tailor planned for occupation of two of them).

Citizens will be able to purchase the buildings from the city government and will be allowed to do whatever they want with them (housing, business, storage, resale, etc...).

The built-in rooms are restricted to larger businesses, guild halls, and other places that require a bit more custom work than does player accessible housing.

<h3>City Progress Report</h3>
I have built the apartment building, it is in game and rooms on the ground floor are available for lease. Descriptions are pending residents.

I have built the PW guild. It is some 250 rooms spread across five stories. There are classrooms, offices for faculty, dorms for students and other PW's, meeting rooms, dining facilities, a dungeon, and a 100 room library maze where I will plant spellbooks as they are written.

I have built the skeleton of the undercity/sewer area. Currently the only access to the undercity is below the arena. Mobs and housing and other means of sewer access and such are pending player interest.

It is connected in turn to a natural cave that is inhabited by rats and scorpions and will eventually be a place to gather mushrooms. The cave leads out into the desert a good ways. It is possible to walk between the desert and town by means of the cave.

I am designing a goblin city that will be connected to the cave upon completion.

Currently very few of these rooms have descriptions. Like almost none of them. Anyone who is willing to write descriptions for me is welcome. Otherwise, I will be taking my time about it as I have other things on my plate.
undercity rooms, zaecus, 2005-05-20 23:22:38
I'll head down there this weekend and email you some bare bones room descriptions. Once the goblins and the sewer dwellers get set up, some of those descriptions will probably need to change, but I'll get something for now.
or not..., zaecus, 2005-05-21 01:33:40
Is it just the places I'm checking (volcano, candle hill), or is there no underground access anywhere at the moment?
Underground, sora, 2005-05-21 09:13:10
Yes, IIRC, all of the underground is lost. We have never actually built any underground stuff in candle hill, but that's what this thread is (partially) about. We had an underground cave just east of the volcano peak, but that's gone. There was a cave in SW coco. But that is also gone.

There are still a couple of other caves, I forget where, I think one is in ihaya somewhere, but it is far from complete. Mines also go below ground.
ch caves, allaryin, 2005-05-22 18:44:32
Well, it looks like the caves under CH were not actually destroyed - they just got disconnected and emptied (ie, no creeping mold and mobs like they used to have).

I am going to want to work on the goblins some before I reconnect the area, but am happy to announce that the rooms are at least in place.
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