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TamrielCraft - Tamriel in Minecraft

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Bibliophael's picture
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How is all this going to affect the sewage system?

pcvorholzer's picture
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Joined: 02/27/2013

Coordination!?! Us? The little things that are sprouting up everywhere in Tamriel should be paused, and all workers descend upon the IC to go to work. Even if this idea isn't done, the IC is empty, and needs some lovin'.

If this was to get done before we're all on our deathbeds we can't sit around telling ourselves that we will do it "sometime". YH, if you like the idea then we should try to get started.

Personally I think the current layout for the City wouldn't fit the idea of having it full of Temples, the current buildings dont have a "temple" feeling. Each district could fit some sort of Tower/Building Complex within it, with enough room in each for multiple areas/rooms/cults (Even if it's not one building).

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Just to clarify, number five was intended to refer to the more native Cyrodilic city outside the walls of White-Gold Tower.  I was picturing something halfway between traditional Thai houses and Daggerfall City.

While I think the player housing/business idea is interesting, I don't know how well it's going to work in practice.  As the city currently stands, the only thing interesting is White-Gold Tower and the Arena, and everything else is incredibly dull.  I, at least, don't feel inclined to set up anything myself, even though there are plenty of unclaimed buildings, simply because there's no incentive to do so.  I'll have a building that I'll rush past in my efforts to get to the interesting builds, and with Creative mode I don't have to worry about storing my items.  As for player-run businesses, I think that's an idea that is promising, but that isn't feasible right now.  Again, creative mode nullifies the need to purchase items, and we're a long way from having enough buildings in place to make a survival mode server a possibility.  Not to mention our relatively small player base.

If folks like my idea, I'd be willing to manually rebuild the Arena outside the city walls.  That'd remove the Linux issue, right?

Is it that hard to fill up most of a semicircle with squares?  Sure, it might take five or ten selections per segment, but I can't really see that as being a big time investment.  I'm not really familiar with WorldEdit or with such a large server, so I'll admit that I'm talking out of my ass on this one.

Fugu23's picture
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Joined: 06/28/2010

Building heights in the IC are going to be halved. I'm just lazy and don't want to have to deal with accidentally lowering the walls and stuff because circles. The husk of the Imperial City wasn't our creation originally.

Like YH said, WorldEdit or MCEdit is almost entirely out of the question. There is a perfect build of Solitude I want to import at some point (seriously, to-a-tee impeccable, and that city's pretty cool already), but it will be best to get things like that done on a massive scale and all at once.

In the meantime, ingame tools for copying and pasting are more than competent. I'm hesitant to change the Imperial City since it's so iconic and the first thing that new players see. While I have no problem with changing the island as a whole, it'll just take a bit more convincing for me to turn the whole thing into a temple district. It's like changing a country's flag. People might get mad, and the only way I can see TES fans not being mad is if it's so much more insanely awesome than before. But that's just my two cents. If everyone's gung-ho about it then I guess sure why not

 

Creative mode isn't going to be around forever. That's why player housing will be a thing.

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Joined: 11/08/2012

But wasn't the idea to be lore-correct in the first place?  Keeping the design of the Imperial City, while changing its purpose, seems to be to be the best way to go about that.  Anyone who's read the Pocket Guide and our assertions of playing the Home of the Red King, jungled once more would expect the "One city in all the world" version, not the "Some concrete towers and walls we threw up in an afternoon" version from TESIV.  This really seems like the best of both worlds, to me.

 

And I'm not trying to keep player housing out of the server, I just think it'd be better served by players designing their own houses to fit their tastes in the Imperial City proper, rather than filling the kinda bland prebuilt structures in White-Gold Tower.

pcvorholzer's picture
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Joined: 02/27/2013

An amazing Markarth for inspiration.

http://www.minecraftforum.net/topic/1331128-markarth-from-skyrim-in-mine...

I'v downloaded and searched it and it's spectacular.

Some things arent in it because they would be overlapping (like the Bal shrine and Calcalmo's Dwemer museum)

http://imgur.com/a/upqpj

YH
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Both Fugu and I have discussed it and yes, we like the idea, neither of us expected the server to work out like it has. Considering the small size of our user base, I find it a huge accomplishment already.

 

We are not ready for an economy, we're not ready to go public, those plans I mentioned are far in the future when we have something to show off, and when we have a server than can handle more than 20 people online at a time. You guys are our alpha testers, this is still a proof of concept, and the results are promising but I do not want to let the excitement lead us to make hasty choices.

 

The reason we ask everyone to submit plans like this is so we can make perfectly certain you know what you're getting in to. We ask people to work in sections, so things don't end up random and unfinished if you get bored or frustrated and move on. No one wants this to work more than me, but I will absolutely not sign off on this until we have a unified plan of action and everyone involved agrees and knows what's expected of them.

 

As for the map editors issue, it's more the lack of precision. WorldEdit is almost as powerful as MCedit, but moving and placing things precisely isn't easy, you have to constantly be aware of your position and surroundings. Besides, the stress of massive chunk updates from copy-pasting so many blocks is very demanding on the server. We're still running this on a private computer, so I'd like to avoid technical difficulties as much as possible.

 

If you want to begin working on this, we'll assemble a proper build team and start drafting. One step at a time, that's all I'm saying. Everyone willing to pitch in and do this, raise your hand.

Fugu23's picture
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thetaximan wrote:

But wasn't the idea to be lore-correct in the first place?  Keeping the design of the Imperial City, while changing its purpose, seems to be to be the best way to go about that.  Anyone who's read the Pocket Guide and our assertions of playing the Home of the Red King, jungled once more would expect the "One city in all the world" version, not the "Some concrete towers and walls we threw up in an afternoon" version from TESIV.  This really seems like the best of both worlds, to me.

Not everyone has read the lore though. Anticipation has to be made for people who will want to recreate things as much as the people who want to take the Elder Scrolls to its limits. I think the Imperial City is an important concession to make on that front, at least inside the walls.

Outside, however, the plan outlined above seems like a great one, barring the fact it ignores the arcane university and prison, which will have to be there in some form or another.

Try to think of it this way: You're expanding on the existing ideas instead of outright changing them in this case. It's really weird knowing what devs meant when they talked about not alienating the player, but from the perspective of having worked on this for months I am really cautious about fucking up the launch

Player housing will probably happen outside the walls.

 

The reasons.

Aquilus's picture
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Joined: 07/23/2010

Shit I'm gone for a while and the forum explodes!

thetaximan wrote:

Oh damn, I assumed that little thing in the bottom right was our version of the Imperial University.

That is actually one of my creations. The Headquarters for the Order of the Lamp. Since there was only one thing that I found in the lore about it (and with a little help from an inspriational song by YH) I made up the rest.

I like what you're thinking, but like Fugu said about not everyone having read the lore, so I don't think we can change a lot of stuff without having people complain "rabblerabble Oh this isn't TIC rabblerabble its nothing like it in Oblivion rabblerabble!" Yes I agree with you, Oblivion was not the best game in the franchise but it gave players a sense of what the devs think TIC looks like. And with those people who have not read into the lore a lot (myself included) that is what they will expect. I'm all for adding stuff to TIC, but we can't change what future players to the server will expect to see based on their experiences in TESIV.

Example: Look at Weye. YH and pcvorholzer have pretty much made it a suburb of TIC already. There's still Wawnet Inn and the fisherman's house but there's also other buildings there too. Anyone who's played Oblivion will remember fetching Shadowbanish Wine for the innkeeper or killing slaughterfish for the fisherman, so they will expect those two buildings there.

As for player houseing, I was under the impression that people would pick a spot and build their own house, pick a pre-existing house, or build inside one of the empty IC buildings.

pcvorholzer's picture
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Joined: 02/27/2013

Whoa, the glory of Weye all goes to YH, I only put a bottle of Champagne in the Tavern and lit the blacksmith's flame.

And as for the whole Idea, I'm with Fugu, I want to see more plans laid out so we dont just jump into this.

Are the buildings inside the City going to stay the same?

 

EDIT: Well there seems to be some technical difficulties now.

YH
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Yes, the entire network has been down all day. I've been unable to contact our host to see what the problem is, but I am aware of it and am trying to get it fixed. Yet another reason we need to get ourselves a real gaming server.

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Joined: 11/08/2012

I think the real question here is, what is the end game for this server?  Where do you, Fugu and YH, want this server to end up?  It seems like there are a lot of grand plans concerning player-run economies and survival mode, and servers with more than 20 people on at a time, but as far as I'm aware this is just a TIL server where we're trying to recreate Tamriel.  I think that's where the inherent disagreement lies, in that you two are working towards a big future, and I just kinda assumed we were passing by recreating Ald Cyrod and the rest of Tamriel.

YH
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What's the point of having an entire continent just for 20 people? The idea was always to have a large population; read the OP, it's been the plan from day one. We've already had a few people join TIL just to be whitelisted. I'm proud of it and what we've done and want to share it with everyone.

 

The vision for the map was to do things our way, but maintain the aesthetic of TES. We're not bound specifically to how things appear in the games, but we insist things be recognizable at the same time. Some things we've never seen and are open to interpretation, but your first thought when arriving should be "Holy crap, am I in ______?" And that should preferably be followed by "This is awesome!"

 

I realize the ideal situation with an economy and adventuring might not happen at all, but we're still going to open the map to a wider audience if only just to fill it with more epic builds. If you have talent and want to help, you're hired, but that's also why our rules are so strict regarding the quality of our membership. Minecraft servers have a horrible reputation for griefers, and we're not going to have a bunch of trolls fill the map with garbage or ruin the fun for anyone.

 

Back to the topic, what I would like to see before I greenlight this project is:

  • A dedicated team of builders who make the IC their priority. If you want to do this, then commit, we'll not have a half-finished mess for a server spawn.
  • A plan of action before any new buildings go up. A simple overview of the roads and district boundaries is fine. We need to know where things go so builds don't crash into each other.
  • Everything must be approved by team vote. We might be admins, but we still abide server rules. Respect and trust are paramount or the project will fail. If you can't be constructive and work with others, if you can't accept criticism, then don't volunteer for this.
  • Fun is the main objective. If you're not having fun, take a break or do a small vanity project, like a windmill or light house. Come back when you feel up to the challenge.
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Joined: 11/08/2012

So if we change the purpose of the Imperial City (either by making it mostly government buildings or the manor district or the temple district or whatever we end up doing) but maintain the look, it's fine? Despite building around it?

 

I think the most important thing, before we can start to plan out the rest of the Imperial City, is for us to create the Arcane University.  Since that's such a recognizable landmark, and we're trying to maintain the same aesthetic.  Thoughts?

Fugu23's picture
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Joined: 06/28/2010

So me and YH have found some of the alternate selection tools, meaning the city won't have to go down in cubular chunks and have to be repaired and all that lame jazz. The placeholder buildings in there already aren't great and need a lot of work. Some of them might be unworkable, but that all depends. So, when the server comes back up, me and YH are going to tag team lowering the buildings and get that done as quick as we can, and then I think I'm going to start putting tombstones and masoleums and greenery in Green Emperor Way, as well as polishing up the stairs there.

The Arcane University and Imperial Prison might have to be [s]made by hand.[/s] Actually if //cylinder works like //sphere it would get far easier

OOH WAIT. WHAT IF WE PUT THE STARTING DUNGEON IN THE PRISON AND HAD PEOPLE SPAWN THERE?

YH
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Update on the server situation:

 

The server has experienced a catastrophic system failure, and we're still not entirely sure what happened. The main issue is that the LAN card is basically scrapped and will need to be replaced. The server is going into the shop tomorrow, but we shouldn't expect to be online again for about a week or more. Apologies for the bad news.

 

Good news is, I've been assured the map files are safe and have been moved to an external HD, so we won't lose any work. Hopefully we're up and running again soon, and as soon as I know anything, you'll know.

Aquilus's picture
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Joined: 07/23/2010

^ Love that spawn idea.

Edit: Well damn that sucks. Im happy that the map files have neen on an external HD but sorry bout the bad luck on the server crash.

pcvorholzer's picture
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Joined: 02/27/2013

I'm will to help out in any of the build ideas so you can consider me a part of the build team, and it completely blows that the server will be down this week(the one that I have off!).

The University and Prison should be the first things to go up though, and then we can plan around those two.

_______________________________

Oh check out some of my practice things, i'm trying to get back into the swing of Minecrafting 

http://pcvorholzer.imgur.com/all/

Made a big boat, and something I'm calling a Skyrim Embassy + Temple of Kyne (inside)

Texture pack is John Smith Legacy, viewed with default it looks like trash

YH
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"Images aren't publicly available."

pcvorholzer's picture
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YH wrote:

"Images aren't publicly available."

Fixed

EDIT: I also added some pictures of another building, See if you can guess what it is.

 

Also. Din! When the server is back up and running, and we eventually start to work on Skywatch (I would like to double team it) I figured that since its a high altitude and coastal city the main natural inspirations would come from the sea. Instead of the Lotus designs you mentioned in your previous post, why not coral or kelp as the main organic "feature"?

And I wanted to know what you think the wings of an Altmeri ship look like, I've ran through a few designs but I haven't liked any.

_____________________
Something inspirational

And.... I relived some memories when Taxi linked those pictures from Riven

And I edited myself a new MC skin

Aquilus's picture
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Joined: 07/23/2010

Nice Cloud Ruler man. I know I'm thinking of doing Sky Haven myself after Red Mountain, if you wanna tag-team it with me your welcome to do so.

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I'm working on a concept for Blacklight.  It's still a work in progress; I haven't examined the area on the server in enough depth to make a final decision, but here's the general idea.

 

 

     House Redoran has held the city of Blacklight since its construction in 1E 750, after the War of the First Council.  It has historically been a major port, a great source of wealth for House Redoran.  After the Red Year, when the ground shook and the sky turned black and the cities of the South disappeared under a tide of screaming lizards, Blacklight became the capital city of Morrowind.  It is a tremendously important city, frequently entertaining ambassadors from Skyrim and High Rock.  In its deepest places, pacts are signed that make or break a kingdom's economy for decades to come.  It is a city of power, a city of squalor, and a city of deceit.

     And it is beautiful.
     The northern coast of Morrowind ends in a sharp cliff two hundred feet above the Sea of Ghosts.  Traditional House Redoran resin and chitin houses cling to the side of the cliff, creating the appearance of a thousand and one hoary barnacles growing from the black rock face.  Massive hexagonal crab-chitin meetinghouses are surrounded on all sides by one- or two-room hovels, all with green glass viewports set into the sides.  Everywhere are set strider-sinew lattices and corkbulb wood ladders connecting the buildings.  Patches of stone show through in places, etched with the graffiti and ritual ancestor carvings of generations.  Over it all, the tinkling of a thousand windchimes ringing in the turbulent air.

 

What do you guys think?  Something worth pursuing?  I'm also envisioning a shantytown on the top of the cliff, as opposed to built into the side; what's the time period we're shooting for?  Seems like late Third Era, but just to make sure.  

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YH wrote:

3. Move the Arena out of the current Arena district and dedicate that area to something else.  Using WorldEdit or MCedit, place the Arena in what will become the rest of the Imperial City.

Easier said than done. The server is a Linux server, MCEdit does not work on Linux, unless someone here knows Python and is willing to compile a Linux version for us. The entire map was almost 3 gigabytes before we started building on it, so moving it to another computer to edit, then re-import is a last option.

I believe I could help with getting MCedit set up. From the instructions, it's mostly just a matter of making sure you've got the supporting libraries installed, and those are commonly used libraries, so any Linux distribution should have them available. I'm curious how you've got things set up, though. Do you have the physical server, or is it hosted elsewhere and you're accessing it remotely?

YH
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Server is online again. Website and dynamic map will be up later.

 

The roofs in IC have been lowered and construction on the prison has begun.

 

Don't forget, DO NOT UPDATE TO 1.5 yet if you still want to play on TamrielCraft.

 

From the instructions, it's mostly just a matter of making sure you've got the supporting libraries installed, and those are commonly used libraries, so any Linux distribution should have them available.

The server is remote, hosted overseas. We've seen the kit on GitHub but not being familiar with Python, no one feels comfortable enough setting it up. If you think you can help, we'd appreciate it, please.

 

Bibliophael wrote:

How is all this going to affect the sewage system?

I don't think it will? We're not moving anything below ground.

pcvorholzer's picture
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Joined: 02/27/2013

Okay. After fooling around with quartz in a separate Minecraft file, I've decided that my vision of Skywatch simply wont work. Though, in my journey to help build Tamriel, I have found the easiest city to build.

Behold Windhelm, in all of its cubey goodness! Ah, it's just perfect for Minecraft!

It will be necessary to TerraForm the surroundings a bit: the river and some cliffs, though using some in-game screen shots for reference it should be easy. I want to make it as close to its appearance in the game, because I loved its design. 

I would greatly appreciate a couple screenshots in certain spots to help me out a bit. I would get them, though my PS3 burned out (and I have somehow managed without any TES for 3 months).

_______________

Tried my hand at Candlehearth Hall, but neither the Default texture pack nor John Smith have dark enough bricks for the city.

Candlehearth Hall - Default

Candlehearth Hall - John Smith

Fugu23's picture
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pcvorholzer wrote:

Behold Windhelm, in all of its cubey goodness! Ah, it's just perfect for Minecraft!

This. Every (city) plan should look like this. Or something like it, anyways. A block by block reference would be nice, too.

Even though you didn't make it. :P Essentially, they need to show where things will go in the world.

 

YH
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Website is back up, with a few minor updates. Got some new screenshots on there as well, check 'em out.

 

The dynamic map is still down, there were some bandwidth and file size issues, we're working on it.

The dynamic map is rendering, but since the server is so big it'll take a few days to complete. Expect random restarts to clear the memory.

pcvorholzer's picture
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Okay. I've been working on the plans and layout of the Palace of the Kings in Windhelm, but I keep running into scaling problems. I'm using the Palace as the scale and anchor for the rest of the city, and everything will be built outward from this spot.

I have a simple request for anyone with some free time: I need three screenshots; one taken immediately as you enter the Palace, and the second and third from inside of Jarl Ulfrics quarters (one as you enter, and another looking up towards the ceiling of his room). 

I would take these screenshots, but my PS3 finally burnt out (RIP), and I don't have SKYRIM for my current PC. 

I already have the base of the Palace mapped out and ready to build, but i'm lost after the second floor.

Thanks in advance to any brave adventurer willing partake in this task.

EDIT: And if you have even more extra time, a few pictures of the bridge leading to Windhelm would be most appreciated.

YH
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You'll have to forgive the darkness, I have lighting mods and the weather was really crappy besides. I waited but it didn't help much.

 

I tried to get some shots of the entire city (and bridges) to give a proper sense of scale, particularly the walls in relation to the buildings and the varying elevations throughout town, like in the narrow alleys. The first few overhead shots are the world model, which is why there's no street detail. The interiors are the Palace.

 

The pics with the lanterns are from the Gray Quarter, modded to use Dunmeri decorations, just in case you're like "Where the hell is that?"

pcvorholzer's picture
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Well, I am a most excellent guesser because I scaled Windhelm almost perfectly.

I would like to put forth an idea though: I want to extend the Manor District down, and move the cemetery Westward a bit more. I would be a small change and would allow for a few more houses.

I'm still not sure if I'll do it, but I still wanted to mention the idea.

 

And it seems we're having some technical difficulties.