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Moving Right Along...


Icor

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Linking things up is beginning to pose a huge challenge. It is enjoyable trying to figure out how to get stuff to connect, though.

The goal is to keep it looking "MUD"y.

Hamlet almost zoned, Shipwreck is started, Bath House is started, link from Haon Dor to Shipwreck is that bright-green line. Waterfall is shaping up.

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1st: Tombs from underneath. 2nd, 3rd: inside the tombs. 4th: Thalos, Eastern Road (half of it), starting Elderwood + Forward Keep, nearing the Centaur Camp. Part of Ofcol can be seen on the left. I had to do some transplant surgery for things to fit... Ofcol now has a north gate which connects to the south gate of Val Miran. Then, out the south of Ofcol is the original entrance to Drkshtyre. Where Ofcol originally was will be the music box house.

The smaller dwarf forest where those Drow Scouts are now goes south to the waterfall that connects to the Eastern Eridani instead of going north (in the game, it creates a figure eight shape where a paths overlap).

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The Hamlet is beginning to look pretty. Festival Circle was very fun to make... plus a new plugin makes it really easy to make cool looking trees. Third picture is facing west, and you can see the Crystalmir Sea over there, unfinished yet. Last picture shows the Rowdy Bar on the right, plus the Practice Room, which has a view of the Festival Circle (this is stuff I couldn't have thought of unless I visualized the game in 3D first. It's crazy how many little things like that pop up -- for instance, the Quivering Palm in Val Miran has support beams that go down into the Western Eridani, making it a "floating" bar).

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Here's a shot that shows how everything is hollow and elevated for those pesky down-exists. The tombs which are underground can be seen to the left a bit, and the Waterfall basin further over still (where the Troll Village Eridani escape connects to the river itself... the river actually runs under the waterfall like an underground river... otherwise, it would have to wrap way around to the south).

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Forward Keep has been the most enjoyable monster of an area to remake thus far. All the different floors lie on top of one another in unique ways which allow windows and indoor balconies to look up or down to other parts of the building.

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