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About Me

Found 3 results

  1. Hi everyone, Here's a small update on previous video in mid july...couple weeks later. I still suck in english describing what i mean as i think in an other language then try to translate Figured i'd do a small video. Sorry this is my first time i do that..sound and quality in somewhat not optimal But i thought a video might be better than screenshot to go around our current base to share with you all.
  2. Hello everybody! Chris again. This time i will open a thread on my current project. A huge Vintage Story city. Im trying to build this city because i never built a real, good looking city and also because of a random wall i was building to test new WE features and i thought, why not using that wall in an outer city wall? At the moment i am still at the beginning of my project and i am experimenting on many things like the style of buildings, blockvariety, size and terraforming and of course the general theme of the city. First of all: How am i going to proceed in order to build this map? 1. Basic terraforming and terraindesign. 2. Basic structures and planning where to put each individual building. 3. Exterior walls and structures. 4. Basic surroundings of the city. (streets, parks, ways, stairs, lakes, ...) 5. Adding nature to the surroundigs and the buildings. (Trees, bushes, decorative leaves, flowers, flower pots, more detail in naturalizing the terrain,...) 6.More detailed surroundings. (Lanterns, outside lights, details in the streets and ways, details on the exterior walls, ...) 7. Intirior design and details. 8.Additional things like eastereggs, secrect passageways, hidden doors, hidden rooms, organics, maybe nametags on each indiviual building. As you can see the first "block" (a group of buildings surrounded by a main street) is already finished talking of basic exterior walls, but of course this was just the first experiment on which style i am going to choose. Those 19 buildings in this first "block" are only a small percentage of the future amount of buildings (about 400 are planned right now) and of course i have planned to include some bigger marks on my map. - One huge castle (bigger and more military looking. More towers and less decorative meaning) - a palace (more detailed and decorative building with more windows and less towers) - a huge temple - a highgarden building (a building with different levels with different "gardens" on it) - a huge gate as entrance to the city - a main market right in front of the gate - another marketplace (the city is going to be big so i place the second maketplace a bit further away from the first) - arena (well i guess there's no need to explain) - and of course different " special" buildings and places like a variety of stores, a blacksmith, a library, many parks, waterfountains,... If you have any suggestions about what you would like to have in this city just post a comment down here! :-) Also i still don't know exactly how i am going to call this city, so suggestions concerning the name are welcome as well! I will use this open thread to post updates, wether by editing or just commenting under this main post, so if you are interested in my current project just come by every once a week and be hyped for the day Vintage Story will have another EPIC project on its list. Thanks for reading! Greetings from Germany, ~Chris
  3. Inspired by the movie 'The land that time forgot', this test build was created in an early version of Vintage story, to test how much scenery can be handled by a low powered Nvidia graphics card (ie my one!). Since it was built the engine has dramatically improved, so I will get back to it at some stage in the near future. As can be seen the hill top town is incomplete, with a few gaps here and there. As I said, I do intend to return to this scene, but with the extra intention of also creating a city that is about 20 times the size. Preliminary builds have been done of this, and the scale that it is possible to work with using the Vintage Story engine is staggering. In this early version. using an AMD E1 processor, a view distance of 660 was possible. I look forward to seeing how much more can be done now that the VS engine has been improved even further. The land in the lowlands beyond the town is an 'Acid Swamp', which I developed when testing designs for fossilized trees. 1 Town and scwamp 2. + 3 'Acid Swap' by day and night 4. Fossilized tree before I added the extended roots and split level landscape. 5 . Treescape with figure to show scale.
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