Quote: Originally Posted by tizerist Hey, just got back from testing the new version!



- The city being placed out in the water is a step backwards from the 'surrounded by other hamlets' effect. Why? You had that licked clean previously!

- The map in general looks smaller and less ambitious than before. Much of the beauty has been stripped down. Land appears to have made way for more water.

- The layout of the town centre is not as pretty as it used to be. If it ain't broke...

- Where's all the variety it used to have? Before there was more variety in terms of woodland, swamp, small villages, ruins etc.

- The use of oil lamps and a more modern feel. Definately has lost some of that rustic charm that it used to have. Torches were fine, they gave it personality.

- Feels like the emphasis is mainly just the city now, plus a couple of extra bits, compared to the spaced-out, rolling landscape of before.

+ General detail appears to have improved.



Still quite a nice hood, but not a patch on the awesome previous version.





Notice how the lack of objects makes things look larger.





Same here- the lack of objects makes the mountains look farther away.

Notice how the lack of objects makes things look larger.Same here- the lack of objects makes the mountains look farther away.





I found the city to be too flat and the lots too small! Once the new one fills up, it should look just as busy!

I found the city to be too flat and the lots too small! Once the new one fills up, it should look just as busy!

Quote: Originally Posted by MichelleBrujah Maybe in the end of that little valley you could place some ruins. A dungeon, an old abandoned mine, a forgotten keep, 'elven' ruins? With a lot big enough there could be even a decayed city or town, in ruins. Along the trail to there, there could be a little campsite as I suggested before. I've pointed two places that maybe could have some work. With the red circle I wanted to show a place where there could be some kind of 'swamp' that could be a way of crossing the river to the place I marked with the green lines. That looks like a forest to meMaybe in the end of that little valley you could place some ruins. A dungeon, an old abandoned mine, a forgotten keep, 'elven' ruins? With a lot big enough there could be even a decayed city or town, in ruins. Along the trail to there, there could be a little campsite as I suggested before.

Quote: Originally Posted by MichelleBrujah The place I marked with the yellow lines, (sorry for the small pic, I used your own) could have some more places to visit I think. Maybe another little village, or just a watch tower where the paths cross. More trees? I don't know. The pink lines mark a place where I think happens the same as the green lines before. Is a 'cul de sac', a place where in the end of the little valley you could place something as well, and a trail leading to there.

Quote: Originally Posted by MichelleBrujah More or less the same, a trail leading to places that can be explored.

Quote: Originally Posted by MichelleBrujah Another thing, there are plenty of Sims Medieval conversions for Sims 3. I have them merged in smaller packages if you're interested. Lunasims also has some good free stuff of great quality (it's a spanish site but I can help you with that if you're interested)

Quote: Originally Posted by MichelleBrujah About the thing about changing the map that some people is refering to... Well, I liked the old map a lot too. But this one has great potential, although there is less land to wander. But I wanted to say that it's not uncommon having medieval cities in small peninsulae, so, very accurate for that part. I specially love how you did the city walls.

This is an issue that people will need to help me with. The city being on a island kind of references Lindau and some fictional cities (e.g. Vizima), but the issue with the world feeling smaller needs to be addressed.

[QUOTE=MichelleBrujah]Some other suggestions/questions:



- You may want to establish where Pets would spawn, I'm talking mostly about deers and such. I think there is a way to not make them spawn and wander into the city. You'll have to think about unicorns as well.

- You may want to add a 'colored' tree here and there, just to add a touch of color

- Are you going to use fog emitters?

- I don't know how necessary cat jungles and dog parks are, but maybe it'd be good to pay a thought about it.

Quote: Originally Posted by MichelleBrujah Sorry for posting so soon, but I've been working a bit on furnishing King's Inn (I told you I love inns). Of course without CC is tricky, but I wanted it to be functional. I have yet to test it in game, but I'll do.

You definitely bring up some good points, I believe that time has clouded up your judgement of other points!- The city was specifically moved to the edge of the map in order to create a greater continuous zone for the farms and other areas. Whereas the city was literally the center of the map before (you couldn't turn around without it looming over you), now at the edges of the world, it's far enough to seem a bit distant- and it'll look even farther away when I manage to tweak the .ini files. This also answers the last point.- The world definitely does feel smaller- in part due to the fact that objects have now filled up the space and removed the illusion of distance, and also due to the way the world is laid out (especially due to the hills which constrain the area, and the river and stream, which cuts the farmland into pieces). Another issue is that the scale of everything is drastically reduced, which is most evident in the mountains. It's almost as if they're too timid- they need to be much larger in size! World like GlennDonnach and Plav Raj work better because their features are much larger in scale.I'll upload the rough heightmap of the world so you can make some changes- I'll then have to regenerate the terrain and incorporate it into the terrain here. Note: try to keep the city and most of the existing farmland intact, as I've already spent too much time on those.What the mountains should really be scaled like:Example of the Illusion of Scale:Overall, it's a balance between detail and size- do you want vaster landscapes with less detail, or smaller, more detailed ones? That's essentially the issue. I would love to create massive farms all the way to the edges of the map, but how many more objects do I want? The world is already 120MB without sims or furniture- how much larger do we want it to be?Of course, the best way to stretch your size allowance and retain realism is to create small, highly detailed zones surrounded by large, less detailed areas (water or empty land). Rocky and Desert worlds easily do this, of course, as do islands. In a temperate zone, it's much harder to do without the scenery looking suburban and flat since there's so much intrinsic detail. And it's really the worst at the areas where farmlands transition into forests and border roads!- The lot size of the world has dramatically increased, at the cost of the number of lots since the city walls have not been increased in size. Before, the average lot size was 10x15- not nearly enough to create appealing interiors and prevent things from feeling cramped. And now there's actually some variances in height (high, middle, low), which can help create a more dynamic cityscape.The old city:- There's still hamlets and swamps in the world! And The wilderness is still unfinished- it's up to you to help me finish it!- If you're referring to the lanterns from Pets, then it's intention- the wealthy get lanterns, the poor get torches. If you're referring to the streetlamps, then they're just a test- if changes to the .ini file don't make them cast a more realistic light, they'll be removed.That area will probably remain unused, as it's really more of backdrop instead of an accessible piece of land.There's some lots to be placed there, including a ruined keep.That area will also probably remain unused, as it's really more of backdrop instead of an accessible piece of land.I really want to keep the CC down to a minimum, but the things from Lunasimslulamai look greatly improved from the time I last went there. It's quite tempting![/QUOTE]- Is there a way that's done? I thought pets spawned wherever they liked around the world.- That's what Seasons is for!- Once I get SuperCAW installed, there will be some more effects.- Dogs and cats will play like they used to in medieval times, by wandering the streets and playing with their owners!Small request- can you grab the washroom set from here: http://www.modthesims.info/download.php?t=463851 , and make a small washroom on the ground floor (maybe an outhouse?) Having a stair down into the basement for only the toilet looks a little strange! Nice work though!