Midkarth Cave (Sky_iRe_Mid23) [Batkan][Reviewed]

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chef
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Midkarth Cave (Sky_iRe_Mid23) [Batkan][Reviewed]

Post by chef »

banditcave.jpg
Cave occupied by bandits keeping a low profile due to the nearby fort, have the upper levels appear more natural and the bandit hideout hidden.

Cell -106,18

The exterior can be found here (use the latest file)

Fran
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Post by Fran »

I would like to claim this plz

Fran
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Post by Fran »

I made basic layout but dunno if its ok. I would really appreciate if someone takes quick look and give some feedback before i start detailing with rocks etc. This is my first attempt of dungeon so any comments are greatly appreciated. Thx!
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worsas
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Post by worsas »

I think it's fine. Make sure to study some of the existing caves in the The Reach for stylistic consistency, mushrooms, glowing lichen etc.

Fran
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Post by Fran »

yes, i will do that. Thank you

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Post by Fran »

Ok i think its finished. I am not really satisfied but i am out of ideas.
If someone can give some suggestions or advices would be great but if not its up for review.
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worsas
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Post by worsas »

Judging from objects used in this cave, this should either be made a designated reachmen cave or it needs to be reworked to use T_Nor_Set_Docks - objects or the objects found under T_Sky_Cave_I_ for wooden constructions. The Orc Cushions are a big no-go. Did you see them used in other caverns?

Goat pelts or Aeli drinks are also more or less a reachmen or orc-specific thing and should be an exception in regular places.

The cave itself looks alright in the CS. But it's always difficult to get a good idea without an ingame test. I'll try to remember to have a look tomorrow. I would say some places could use a few more rocks spread around. The cave system under Karthwasten could be a good reference.

Also, some places look so tight that I doubt they can be navigated by players or npcs, thinking about the narrow passage next to the reachmen shelter.

Edit: The living spaces have got some nice cluttering, even if I'm not sure the choice of objects is adequate.

Fran
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Post by Fran »

Thx for comments and suggestions! Well i did see Orc cushions in other cave that i dont think has anything with orcs, i will replace them. Same with wooden constructions. I though Reach constructions is ok for region not specifly reachmen. Will replace.
About tight spaces dunno about NPCS but player can move there easly. i playtested few times, walked everywhere back and forward.
Thx for your time and i will update
Last edited by Fran on Thu Nov 05, 2020 12:19 am, edited 1 time in total.

Fran
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Post by Fran »

updated
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worsas
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Post by worsas »

Looks fine. Let us know when you think the claim is ready for review.

Fran
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Post by Fran »

Yes i think its up for review. I am clueless how to improve or what to add

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Tristior
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Post by Tristior »

Reviewing.

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Tristior
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Post by Tristior »

Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: remade due to shell issues
Illegal to sleep here: no, good

IMPORTANT: int was not gridsnapped with many gaps, had to remake shell

Floaters:
- T_Nor_Furs_03
- T_Nor_Cm_Belt_04
- T_SkyNor_Furn_Ch1Fur
- T_Com_Tankard_01
- iron club
- T_Com_SetFarm_Box_01
- T_Com_Tankard_01
- T_Com_Furn_Bedroll_01
- misc_com_bottle_06
- misc_com_bottle_15
- T_Nor_Cm_Pants_04
- misc_com_bottle_11
- T_Nor_Huntsman_Bow_01
- T_Sky_Flora_LichenCav01

Bleeders:
- T_Nor_Set_Tent_01
- T_Sky_TerrRockRE_Rock_02
- Light_Com_Candle_01
- BM Bear Helmet
- T_Nor_SilverPlate_02
- T_Nor_SilverVase_02
- T_Nor_SilverGoblet_01
- T_Nor_SilverVase_02
- Misc_Com_Bottle_08
- misc_com_bottle_02
- T_Com_Var_BarrelSkyBroken_01
- T_Nor_FurnP_Stool_03

Misc.:
- replaced deprecated objects
- added dirt and orange_128_01_d to instances of mushrooms
- added rocks to improve accessibility
Attachments
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Rakanishu
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Post by Rakanishu »

Merged

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