Thursday, August 7, 2014

Stirk Review Session 1

I'm back!

First thing I do? Lots of reviews at P:C! To be fair, there's lots of reviews to be done over at ShotN, too... but there's only so much one person can do. Really, again, sorry for the lack of updates, I probably lost any followers I had if I even had any. But I am back, and I may post more things again. From next week on, I'll be on vacation for two weeks; fear not! After that, I'll have more free time. Before I go though, I'll do some more reviews and post screenshots. Stay tuned for that.

So what interiors did I look at today? We got a warehouse, two appartments, the town hall + jail and an Ayleid ruin called Vabriasel. Keep in mind these interiors are all interiors you guys will be able to visit when Stirk comes out. With these reviews done, we are one step closer to that happening.

I actually forgot one interior: The home of an eccentric alchemist. He has lots of plants in his cellar, and behind two, heavily locked doors you will be able to salvage some Grandmaster alchemy gear... Definitiely something worth checking out, the Ghostgate of of Stirk if you know what I'm saying. Need some extra cash early into the game? Visit the crazy alchemist. No shit, we may have to replace the stuff so that such expensive gear is not so easily accessible.

Eh, that's it for today, I guess. Enjoy those new screenshots and have a wonderful rest of your day.


Friday, May 30, 2014

Apologies.

Hey folks,

I am sincerely sorry about the lack of updates recently... RL got in the way, plus I do lack motivation every once in a while when I do have some free time on my hands. Please don't forget this blog... it'll be updated again more frequently, better times are ahead.

Eh, I guess I do have some older shots on my hard drive to post down here. Until next time!


Tuesday, March 11, 2014

Stirk: PC_i1-50

Yo,

sup? Today we shall take a look at the first finished Ayleid interior for P:C, and possibly Morrowind, ever! You heard right! This is Wormusoel, the Ayleid ruin on Stirk; you may know it from the alpha already. It is a dark place and (unfortunately) doesn't have a whole lot of clutter (yet). This is because we mostly lack Ayleid furniture and a wider variety of containers. But fear not! It'll all be here in due time.

Cluttering the deeper parts was arguably less work. Why? Because the pirates hide there! The evil, dangerous  location transforms into an even scarier place. Well, that entirely depends on whose side you're on, for the pirates often drink and throw parties in the big hall. Contains too much loot for the player to be able to carry it all.
As for the rest of the cavernous areas, I picked up the idea of using a combination of sand meshes and in_cave_plants, which looks pretty neat and defines a new, unique style of caves introduced by P:C. I also added a couple of mushrooms here and there. Tying the whole thing together with the exterior was definitely a pain in the ass though, since there's two main Ayleid exterior entrances along with a cave entrance down in the grotto AND another entrance which can be accessed through the local crypt. Jesus.

Anyway, here come the screenshots. Since they were pretty damn dark, I brightened them a little in Gimp. Have yourself a wonderful rest of your day!


Monday, January 20, 2014

Quick Update

No worries!

I am indeed not quite dead yet. Some of you might be wondering why my blog post output has been more than slim recently; but fear not! Better times are ahead, Big Scamp is merely busy and has big things on his hands. That includes my cave claim I am working on for ShotN. I'll attach a couple of WIP screenshots to satisfy the crowd! Keep in mind this is Construction Set shots.


Wednesday, November 27, 2013

First P:C video launched!

Heeeeey,

today's a big day! The very first, glorious video has been uploaded to the Province: Cyrodiil Youtube channel. It features lots of greatness! Beware the bloom!

Click it! Now!

Sunday, October 20, 2013

Claim Mesa 2

Oh my!

Long time no see! Or no read, rather. Can you believe it? The mesa is back! The infamous monstrosity is returning in an ever so glorious manner! Behold!

This only took me about three or four weeks. I had some time off so I thought I might as well finish it quickly as I had lots of motivation for some good old exterior modding. Turned out rather well, I shall say. You'll be able to find the piece of land to the west, very much on the border to High Rock, and if that doesn't tell you anything, let's just say it's to the northwest of my first mesa.

This new mesa is largely made of the same, dirty, sometimes grassy look with giant trees peaking out and reaching for the sky above them. The spiffy landscape is interrupted by old Reachmen villages. They were among the last things I made in this claim.
Other than that, we have one wilderness cave, a Breton tower ruin, some foodhut thingy in the wilderness, a somewhat hidden Reachmen wayshrine for miscellaneous offerings and, of course, the super awesome barrow of awesomeness. It has waterfalls! You'll recognize some of the shapes from TES:V's barrows (which are super neat). Worsas the Mighty remodeled quite a bit of that stuff for the Morrowind engine.

Moreover, on top of this mesa, you'll find a magnificent hybrid between a small Reachmen hamlet and an ancient Direnni ruin. I thought it looked a bit bland at first, but after adding the details and quite a bit of vertex color (as always) it actually looked half-decent. Enough to satisfy myself, at least.
As you might have noticed, the focus here was to further shape the culture of the natives of the Reach, the Reachmen. For instance, I have made a cremation site in one of the villages where they burn their dead.

In between the villages, you will find an arrangement of rocks similar to Stonehenge. This is a sacred place the Reachmen often visit. It is supposed to look makeshifted, in case you were wondering.

Not sure what else there is to say about this! You should rather take a look at the screenshots before you start hitting your table with your head because silly old Scamp is telling stories again.