big post coming (whoops)
so i downloaded the map of az's mockup and have been playing around with it all day. of course i think az has done a beautiful job interpreting my slapdash design sketch, but i have a handful of practical complaints (not all of which i have discussed with the architect because az where are you :<) with his rendition. i took a stab at solving some of them, trying to make the spawn look a little more like i had originally envisioned while keeping my favorite azfeatures intact. it's a rough work, a few things are still missing and those that aren't are all negotiable, but all in all i think it's an improvement!
warning: lots of pointless screenshots
the first thing i did was clear all the trees.
i've stated before that as awesome as the dense foliage looks, i find it detrimental to the desired feeling of openness i (and others) would like the spawn area to have. moreover, monsters spawn on trees (quite dumb imo!!!) and torches on top of trees look pretty bad so if possible i decided to simply exclude from them the city square.
instead i've copied a few fountains from the center, but they're pretty much filler for the time being. i don't really know how i'm going to fill this space yet, but i feel very strongly that it should remain open and accessible.
the whole park area has been depressed by 1 square, and stone brick stairs have replaced the fences that once lined the courtyard. the arches feel a little taller, and you can actually walk through them now! which, again, contributes to the whole openness, i think. plus i think it looks cooler?
the sandstone roads are depressed too! but only because i thought it would break up the flatness of the mostly empty courtyard. if we don't like the lightstone cubes, they can easily be replaced with torches on top of other blocks.
i also removed the beloved water feature. i'm trying to find a way to implement it without obstructing travel out of the covered walkway. the pillars feel a little naked without the sources pouring down, though, and i guess it's not a big deal to just jump over the moat? but i want to do more research before i put the moat back in.
kept az's exterior design and ramparts because i think they look really rad! but i made the wall thinner because double thickness costs a
lot of extra stone, and i am not too worried about assaults because
the hunts were neutralized hundreds of years ago the surrounding area will be well-lit!
the important facilities will be built into these lots. i was never sure if this is what az intended for these spaces but it seems logical to me so i rolled with it. i tore the roofs off to cut building costs; whoever builds the individual facilities can worry about the roof - or the ceiling, as it were, as i've envisioned most of the buildings here being 2+ storeys. also the floor has been cleared out so you can put in your own floors. all the lots are 9 spaces from front to back, or 8 if you choose to erect a front wall. i think that is plenty? and as for width, i figured lots could be apportioned in complete arch widths, for uniformity's sake. er, i hope that all makes sense.
here's an example of how these lots might look if they were filled in. i'm, uh, hoping that will help clarify the arch width comment.
i wasn't a fan of az's stairs either, i felt their placement was kind of intrusive. what i thought instead was, it might be more elegant to dedicate the occasional archwidth to a little stairhouse thing, like this (except better designed of course) (whoops i never finished those sample buildings)
here is what, for the purpose of maximizing sunset gloriousness, should be the west wall of the city. i sort of threw the port together and am not especially attached to it, although i am a big fan of the wall with the purple/yellow checkers. i have been trying to work other such inlays into the city's plan but tasteful opportunities have been limited.
here is the spawn shrine. just an idea, nothing i'm too attached to. i think it suits the courtyard in its current form but truthfully i would prefer something grander to mark the city skyline
alternative spawn shrine. i am of the opinion that the railway station would be located as close to the spawn point as possible; under this design, you can simply take a few steps back from the origin and fall into a pool of water located below. better than walking all the way to the rim of the courtyard, imo
ultimately what i would like to do is have a big tower with some kind of icon at the top, with an upward-leading stairway in the fashion of the one i currently have in place, leading to a pleasant observation deck, or something, with a nice view of the sea. this is something i would like to play around with more but would probably be best left to a more creative builder.
okay that's about it ps az i hope you don't mind me being so critical i really do like your work :x :x :x ok sorry