![]() Make the architecture true to the culture/area. Like a dungeon with monsters lurking in the old abondoned buildings but it is above ground. Have ghost towns like entire cities that are abandoned. Make cities fully dynamic, so they grow shrink and can even be set up.īetter designed entrances to dungeons (more of them, variety, realistic, etc.). Shape (like in Wayrest, Daggerfall etc.). Need ports back! Have the inside of castles match their outside Witness a crime, or a royal possesion in towns, something to spice it up a Of high enough reputation with the king and the player has enough money to pay for the land.ĭark dungeons. The King can set the player up as ruler in one of the fiefdoms if the player is There will be 5 Kingdoms each containing 5 majorĬities and a roughly 20 fiefdoms. To be discovered, and maybe some roving tribes to spice things up. Instead of 10,000 cities how about 25 major cities and 200 smaller villages with hidden spots ![]() Smaller world to travel in, but with increased role playing and more Hotels/Brothels, Tailors (custom cloths). Worlds (like caves in high cliffs etc.) Stables, Boathouse, Blacksmith (Take Repair out of shops) put them back in! Dungeons that have a purpose, and that have a layoutĬorresponding to their purposes (Castles, Towers, Guard towers, Mage tower). give port cities docks, border cities soldier barracks, etc. Daggerfall and some one street town should be more different thanĭaggerfall just has more buildings. ![]() Cut down on the paper cities/npcsĪnd random maze-like dungeons. Please feel free to Contribute a Suggestion.īetter Designed Cities/Dungeons More unique cities and dungeons. This page very likely contains outdated information (last updated in 2005).Ĭhapter 3 - Dungeons/Towns/Landscape 19 February 2011 The same content, just a different presentation. ![]() Note: This page has been moved to the new UESP-Wiki. ![]()
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