OOC: New Norwick ((updated))



  • I think you'll find that's 'Kyra'. Keira is a lovely sweet elfgirl who looks after orphans.
    🙂



  • i noticed that whats-her-name, the sales-lass from the old Keira store still refers to Keira as being "in the next room" even though she is outside now. Just a reminder to change her conversation…



  • I'm here to agree with what's been said already about space and the gates..especially the south.
    I'd also ask that some Trashcans be put in…couldn't find one in the new town...maybe I wasn't looking hard enough or they've all moved inside.
    One beside each gate would be favourite as I on occasion clean up pelts strewn about in the rawlins.
    Eventually dumped it in Waldt's barn crates...and sniggered at the thought of one of Waldts 'helpers' finding it. BTW...that's quite a walk up on the ridge...and is crying out for some development. Selune's tear anyone ? 😉
    Another ramp might be nice to save there being only one approach to the barn..and a darned long one at that. 😛



  • looks good for the most part…...im glad the snow is gone!

    I just think the wall by the south fire needs to be removed completely...

    Theres also alot of wasted space where all the trees are in the southeast.
    I've been waiting for a house for years, and theres lots of space there!



  • Generally I like it, but I still need to look at it more. I agree that the whole south gate needs re-doing, basically along the lines of what's already been suggested: make it so you can shoot from inside the gate, from a tower or raised ground.



  • @af57c5fc21=Scutum:

    3.) The area south. I'm not sure how much change here was the goal or if it was primarily snow removal. Instead of having the gate funnel extending back towards the town and cutting off the fire, I would rather see the funnel go out towards the lake, creating two forward areas for the towers to sit in, commanding the gate and all approaches to it. Adding a second gate is all the better. Replace the dock. Rethink the layout and wall of Vino's area, it looks a bit awkward. Raise the towers.

    Funny enough, I told GW the same thing last night and such a thing will be in the next build



  • I never liked the archer towers much anyway, and I spent a whole lot of my town attacks on those things.

    Why don't I like them? They are either

    a) A deathtrap to those on them (they are hardly a good newbie hide out) when casting attackers become involved.

    Or

    b) Useless, because non casters always rush up to the gates, and the walls leave a neat little blind angle for them to hide. You need at least 7 bugbears to form a neat little line in front of the gates in order to be able to target them.

    Now, raising them one level from the ground would help.

    This:

    @1a5e938bae:

    I would rather see the funnel go out towards the lake, creating two forward areas for the towers to sit in, commanding the gate and all approaches to it.

    Would work even better.

    I would like to see the wall on Vino's hill removed again though, as the hill was a good position to shoot from, until you got targetted by casters/bowmen.
    However, the hill didn't become a deathtrap, even in those cases.



  • I mentioned this to a DM or two yesterday, but please check the width of the transitions between the map south of town where the goblin hideout is and the south Rawlins. One player was stuck on/behind (I haven't actually seen the new area yet) the goblin hideout with no way to get out for 15 minutes or so while I scurried about to find a DM to free him.

    Thanks, and sorry again for the associated confusion yesterday! 🙂



  • The open lay-out does leave room for future buildings. Last thing I heard, four people (including me), have applied for housing in Norwick.



  • @4d35d3a26e=Oreth:

    In reference to what Scut said, I'd like to ask that any attempts to expand the town into the Rawlins be roleplayed out in the forums and IG before they're toolsetted and implemented, so they can be appropriately protested and/or sabotaged.

    Thanks!

    Naturally I was speaking irrespective of ongoing player actions. I'd agree with you.



  • @242f9ca41f=Oreth:

    In reference to what Scut said, I'd like to ask that any attempts to expand the town into the Rawlins be roleplayed out in the forums and IG before they're toolsetted and implemented, so they can be appropriately protested and/or sabotaged.

    Thanks!

    too late. we pwn you. all your tree are belong to us.



  • In reference to what Scut said, I'd like to ask that any attempts to expand the town into the Rawlins be roleplayed out in the forums and IG before they're toolsetted and implemented, so they can be appropriately protested and/or sabotaged.

    Thanks!



  • You removed Selune's Tear!! Put it back!



  • As is often the case, I would like to associate myself with Lagermane's remarks.

    1.) First, the pass area north of town is an improvement. I like the gullies, gulches, and gorges. I don't understand why the town would remove what I see as a strong defensive gate in place of a weaker one, but that is personal preference, I guess. Note that the wall was originally moved to this location to ease the server load on town attacks from the north, separating the lag of town from the lag of battle, as well as giving DMs some room to oganize attackers instead of the narrow strip outside the gate now. This remains my preference from both sides of the DM/player line.

    2.) Second, I was a huge fan of the layout vron had done for the town. I think the snow made my eyes hurt when trying to follow a lot of chat text, so I am not devastated to see it gone. As for the rest, I am of two minds.

    The good: This new layout IS much more representative of a barbarian settlement in my mind. I like the open air market (and I agree with comments about keeping Praeth indoors) and the bailey look of the town center. I would give the merchants little tents to keep dry (similar to the covered cushion area in the camp?) and maybe put them more in a circle like a traveling wagon train. Maybe even add some of the wagon area features like the one in the Silver Valley. I would also raise up the bailey one terrain level, and do the same for archer towers as was suggested, though all that really means is putting yourself in harms way. Restore the double gate.

    The bad: With each revision that I have been here for, Norwick has seemed to me to be a growing town. From barbarian settlement roots, it became a village in build 7, and then late in build 8 vron's work gave the look of a growing town with a thoughtful layout, meeting the needs of an expanded population. Recent events suggest to me that Norwick is looking to grow even more, with claims on the Nars, Sam's Hill, and a steadily growing population. Why then would the town suddenly become more simple, or smaller? If anything, I would have expected the snow to be removed, for MORE buildings to be put in place, pushing walls out even further, with more commoners and militia to be visible. Maybe making a claim to be the CITY of Norwick. Maybe paving the main drag. Instead, it looks like the town was sent back in time a hundred years.

    I'm not knocking the design work, because I think it is a great example of a young barbarian settlement. I just think it would be more appropriate as a settlement for the Featherflights or Heyokaar or whomever rather than Norwick.

    3.) The area south. I'm not sure how much change here was the goal or if it was primarily snow removal. Instead of having the gate funnel extending back towards the town and cutting off the fire, I would rather see the funnel go out towards the lake, creating two forward areas for the towers to sit in, commanding the gate and all approaches to it. Adding a second gate is all the better. Replace the dock. Rethink the layout and wall of Vino's area, it looks a bit awkward. Raise the towers.

    I have a tremendous appreciation for what is involved in even the smallest area designs and as much respect for Baboo's work, so I hope my comments are viewed in the constructive spirit I have offered them and not as flames for the new work.



  • And have the pigeons have a go at the real dwin's head at times



  • /me suggests a statue of Dwin in the middle of the green. It will attract attention, both from towns-folk and wayward pigeons.



  • I agree with what most have posted - With the snow being gone, it's got a much more…hospitable, homey feel. Brings back memories of sitting around the crowded fires awaiting something to pop out of the portal, or bash down the southern gates. And it seems people are far more likely to sit in grass than in snow. Who knew? =P

    As for the town layout, I feel it is very empty... As mentioned above, maybe moving things a bit closer together would help. The town as a whole seems barren to me - A house here, a commoner here, then a large cluster of buildings a bit farther away... Maybe it would be better to space things out more evenly, but at the same time, move them all closer. The market could be more unified and organized as well. The idea of a main focal point is a good one. Maybe the well, being an old Norwick landmark, or perhaps something new.

    Overall, it's a welcome change aesthetically, but the layout could use some minor tweaking. Good job, nonetheless!



  • the snow is still there, we just hired a bunch of goons to shovel it all. As soon as you head north, you'll see where it is all piled… in the Nars.



  • I'm going to come out in the minority and say that I liked the snow….narfell is a cold, frozen place. We probably could've used snow a lot of other places, too...

    Other than that, I think the new town looks great.



  • I like it. My only tiny beef is with the archer towers/wall. It also applies to Jiyyd, but that hasn't just been redesigned.

    A Level1 hill that overlooks or forms part of the earthwork defences lets people easily use archery to attack foes at the gates. If you also have a double-gate killing ground, so much the better for town attacks.

    I'd expect similar grimness when events require us to take the Orc fortress also. 5-10 archers peppering the hapless fools at the gates would make peopel respect defensive advantage a lot more.