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Thread: City of Tyris

  1. #21
    Guild Adept Yandor's Avatar
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    Well I've been trying to figure out the best way to do a business quarter... area with small ally ways, and very condensed buildings, that will contain many shops... Well I've got this, does it work? Don't worry about the color of the buildings but I'm talking about shape and everything else! I also think I'll need to cut the buildings up a bit more but yeah...

    Please let me know.
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  2. #22
    Guild Adept Yandor's Avatar
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    well I wasn't a big fan of the other process, it didn't really fit in with the rest of the map, so I decided to try another way, this is the result so far, its alright, not the best but I think it gets the job done, so I'll probably move forward and finish off the other business areas in the same manner.

    The area to the right with the bigger blocks are don't yet.
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  3. #23
    Guild Journeyer Moe's Avatar
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    It is a pleasure to keep an eye on that and watch your progress
    In your latest WIP the houses look a little bit distorted to me - that may arise from the quarter's shape.
    Perhaps it'll help if you'd arrange the houses a bit more irregular.

    >Moe
    If I stare at the country long enough
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    lift it like a flap of skin.
    - Moniza Alvi, 1993 -

  4. #24
    Guild Adept Yandor's Avatar
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    Thanks Moe, maybe having a bigger view can help? I donno regardless I finished up the district, and I think I'm going to try one more thing to try and fix the distorted buildings. But Moe does this look any better anyways? Also would making the section fully squared off, meaning only straight lines, no waves or curves, think that may help with the distortion? But I'll post the cleaner houses when I do them, and I'll maybe even try doing straight lines, and post those up too... Anyways comments would be great!
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  5. #25
    Guild Journeyer Moe's Avatar
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    Quote Originally Posted by Yandor View Post
    But Moe does this look any better anyways?
    Definitely this looks better. I think it would help if you'd either straightened the main road leading to the docks or made it look more zigzaged.
    The dock area looks very regular whereas the rest of your city is more organic. In combination with the shape of the coastline this might be the reason for the distorted look. The eye thinks it is somehow buckled.

    I've sent you a PM

    >Moe
    If I stare at the country long enough
    I can prise it off the paper,
    lift it like a flap of skin.
    - Moniza Alvi, 1993 -

  6. #26
    Guild Journeyer Moe's Avatar
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    Here is the example we talked of.
    You can see that the dock area is of a less organic shape than the rest of your city (therefore I made the stamp-version).
    Imho this looks less distorted...

    >Moe
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    Last edited by Moe; 08-21-2011 at 01:30 PM.
    If I stare at the country long enough
    I can prise it off the paper,
    lift it like a flap of skin.
    - Moniza Alvi, 1993 -

  7. #27
    Guild Adept Yandor's Avatar
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    ahhh ok ok, I get what your suggesting (or I think so haha) There are plenty of inroads leading from the housing area into the dock area, and what your showing is to use those roads as part of my road network in the docks as well, not just end when they hit the dock area (also straightening out the main road too). Would having more squared buildings like the ones along the cost part of the docks be better as well?
    Last edited by Yandor; 08-21-2011 at 01:48 PM.
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  8. #28
    Guild Journeyer Moe's Avatar
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    Quote Originally Posted by Yandor View Post
    Would having more squared buildings like the ones along the cost part of the docks be better as well?
    I guess that'll help, too. In general, alternating the houses shape gives a more organic look - and you could plant some of those grey houses (those on the dirt ground) inside the dock area to break the strong border between the docks and the rest of your city.

    >Moe
    If I stare at the country long enough
    I can prise it off the paper,
    lift it like a flap of skin.
    - Moniza Alvi, 1993 -

  9. #29
    Guild Adept Yandor's Avatar
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    Hmm so heres another stab at making it more "organic" like the rest of the buildings... I think I'm getting closer to the right result I'm looking for.
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    Software: 99% Adobe Photoshop (CS4), Geo Control 2, Wilbur Every so often I use another program!

  10. #30
    Guild Journeyer Moe's Avatar
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    Yupp, this is better imo - nicely done
    You could also let some of the western quarters grow into the dock area, if you want to. It would rough up the border between the quarters
    and erase the straight lines of the ground change.

    >Moe
    If I stare at the country long enough
    I can prise it off the paper,
    lift it like a flap of skin.
    - Moniza Alvi, 1993 -

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