Better Cave/Mine/Ruin/Fort Interiors?

Post » Fri Nov 26, 2010 12:09 am

Hey guys, I'm sure a lot of us who played Oblivion noticed how a lot of each of the Caves, the Mines, the Ruins, and the Forts all had looked the same. Walking through one of those you could say to yourself "Oh, I've seen this specific set-up, I've seen this broken barrel in this place before, I've seen this set of stalagmites, this cave section, mine section", etc, etc. What I'm talking about is the LIMITED number of pre-generated parts of any specific map's section, whether a cave, mine, ruin, or fort.

I fully understand however that there WERE unique interiors.

What I'd like to see (and this is where it'd get difficult from a processing and memory perspective) is more randomized and UNIQUE features that would line an interior of the said locations. I don't want to notice repetitions in different parts of an interior location.

Agree? Disagree?
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Alexis Acevedo
 
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Post » Fri Nov 26, 2010 2:42 am

more is good :)
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Leonie Connor
 
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Post » Thu Nov 25, 2010 7:20 pm

Oblivion's dungeons were all hand-crafted, but they all had the same feeling. I have no idea how that happened, but it happened.

In the GI-article I read a sentence about unique environments and unique dungeons.
I hope they will make the dungeons more unique, a lot more unique. In Oblivion, when I explored and looked at a dungeon, I thought "Bah, no reason to enter, it's just the same as every other dungeon".
I don't wanna feel that with Skyrim. Absolutely not.
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victoria johnstone
 
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Post » Thu Nov 25, 2010 6:13 pm

Oblivion's dungeons were all hand-crafted, but they all had the same feeling. I have no idea how that happened, but it happened.

In the GI-article I read a sentence about unique environments and unique dungeons.
I hope they will make the dungeons more unique, a lot more unique. In Oblivion, when I explored and looked at a dungeon, I thought "Bah, no reason to enter, it's just the same as every other dungeon".
I don't wanna feel that with Skyrim. Absolutely not.


Agreed, quite.
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gandalf
 
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Post » Thu Nov 25, 2010 2:25 pm

Though Oblivion's were all mostly handcrafted they made no sence and lacked any context or real content to differentiate between them. Only seven or so had anything at all to seporate them from the rest and even then I beleive most were parts of questlines. I am hoping they bring back varied styles and types of ruins (ie more than 4 types), but I think they got it ^.-
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Alexis Acevedo
 
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Post » Fri Nov 26, 2010 12:09 am

One of these days I will get this mouse fixed so it doesn't click twice.
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WTW
 
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Post » Thu Nov 25, 2010 9:53 pm

I'm hoping every dungeon can have its own and unique sense of purpose and layout, but still be as modular as possible. One thing that I hated about the transition from Morrowind to Oblivion is that they started making quite a few of the interiors single meshes (as opposed to innumerable block elements as Morrowind had them), which put quite a damper on how easily modders could create varied locations.
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Lucie H
 
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Post » Thu Nov 25, 2010 11:43 pm

The locations have to feel different not necessarily look different. The fort in Lifting the Vale used the same elements as the other forts, but it felt like somewhere different even if the inhabitants were bog standard skeletons with different weapons. If Skyrim has a bunch of quests like that a similarity in the locations will be that much more forgivable.
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Nick Pryce
 
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Post » Thu Nov 25, 2010 8:52 pm

The locations have to feel different not necessarily look different. The fort in Lifting the Vale used the same elements as the other forts, but it felt like somewhere different even if the inhabitants were bog standard skeletons with different weapons. If Skyrim has a bunch of quests like that a similarity in the locations will be that much more forgivable.


Yeah, that quest was fun, all the massive furniture, lol.
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Darlene Delk
 
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Post » Thu Nov 25, 2010 12:49 pm

Oblivion's dungeons were all hand-crafted, but they all had the same feeling. I have no idea how that happened, but it happened.

In the GI-article I read a sentence about unique environments and unique dungeons.
I hope they will make the dungeons more unique, a lot more unique. In Oblivion, when I explored and looked at a dungeon, I thought "Bah, no reason to enter, it's just the same as every other dungeon".
I don't wanna feel that with Skyrim. Absolutely not.

I think mostly every who played Oblivion had that feeling. I have a good feeling this is one of the things they fixed since it was such a problem before.
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An Lor
 
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Post » Thu Nov 25, 2010 11:56 pm

I liked Morrowind's dungeons. If Skyrim went back to that, + adding more depth, would be awesome.
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Noraima Vega
 
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Post » Thu Nov 25, 2010 8:30 pm

In the GI-article I read a sentence about unique environments and unique dungeons.

Yes, it did.
Hopefully we'll get at least 4 or 5 different tilesets this time. Oblivion had, like 2.... caves and Ayelid ruins. (but more with SI)
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Len swann
 
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Post » Fri Nov 26, 2010 2:54 am

.

Agree? Disagree?
[/quote]
agree
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djimi
 
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Post » Fri Nov 26, 2010 1:58 am

Hopefully the lighting will be realistic and NOT bright.
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Sammykins
 
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Post » Fri Nov 26, 2010 1:30 am

infinite dungeons :celebration:
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Ben sutton
 
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Post » Fri Nov 26, 2010 1:01 am

In oblivion they hand made them but they had pre made parts they put together like legos
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Caroline flitcroft
 
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Post » Thu Nov 25, 2010 3:35 pm

Hopefully the lighting will be realistic and NOT bright.

yeh darker dungeons and nights would be great
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Brandon Bernardi
 
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Post » Thu Nov 25, 2010 1:26 pm

Oblivion's dungeons were all hand-crafted, but they all had the same feeling. I have no idea how that happened, but it happened.

In the GI-article I read a sentence about unique environments and unique dungeons.
I hope they will make the dungeons more unique, a lot more unique. In Oblivion, when I explored and looked at a dungeon, I thought "Bah, no reason to enter, it's just the same as every other dungeon".
I don't wanna feel that with Skyrim. Absolutely not.


100% agree.

I've spent hundreds of hours playing Oblivion, and still I haven't seen all caves/ruins/etc. because of that.
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Alessandra Botham
 
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Post » Fri Nov 26, 2010 2:21 am

In oblivion they hand made them but they had pre made parts they put together like legos


Precisely, that's what I hated most. :down:
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Steeeph
 
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Post » Thu Nov 25, 2010 8:27 pm

Oblivion's dungeons were all hand-crafted, but they all had the same feeling. I have no idea how that happened, but it happened.


It probably has to do with the fact that there are a couple of cells called warehouse something in the oblivion.esm that contain prefabricated dungeon rooms with lighting and every thing. These cells where likely used when building the dungeons.
The dungeon designer copys a number of these rooms into a new cell and then connects them with corridors and such. Then he puts in different containers and enemy's and calls it a day.
All the dungeons are hand-crafted but from large room sized pieces that are connected in different orders. All the rooms are made out of small pieces like lego so you can potentially build a lot of different shaped rooms.
But since most of the dungeons use the prefabricated rooms it doesn't happen.
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Peetay
 
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Post » Thu Nov 25, 2010 8:15 pm

Oblivion ==> Fallout 3 ==> Skyrim

Do not worry, they would be great. :D
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Nienna garcia
 
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Post » Fri Nov 26, 2010 1:14 am

If they make them interesting and not just another loot-hole, yes
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Shannon Marie Jones
 
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Post » Fri Nov 26, 2010 2:33 am

If they make them interesting and not just another loot-hole, yes


If you find the map thread and check out the screencap from the GI video, in the bottom left corner you'll see that there are 8 landmark types. Compare that to Oblivion's debatable 5 (forts, elven ruins, shrines, daedra, and caves) and it will already have a lot more variation. I am assuming that the shrines and daedra locations will probably be far more interesting and hopefully will incorporate something else to do other than walk up to it or start a quest. Also, from those pictures of the Nordic ruins in the GI article, the landmarks seem cooler and hopefully the interior design will be amped up as well.
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Jason Wolf
 
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Post » Thu Nov 25, 2010 11:39 pm

Weellll, In the GI Mag it said all dungeons are now unique.
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matt oneil
 
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Post » Fri Nov 26, 2010 12:22 am

Oblivion's dungeons were all hand-crafted, but they all had the same feeling. I have no idea how that happened, but it happened.

In the GI-article I read a sentence about unique environments and unique dungeons.
I hope they will make the dungeons more unique, a lot more unique. In Oblivion, when I explored and looked at a dungeon, I thought "Bah, no reason to enter, it's just the same as every other dungeon".
I don't wanna feel that with Skyrim. Absolutely not.



They were handcrafted to a certain degree. They were handcrafted in sections, given a name and that abled Bethesda to stitch different sections together. Also I would like some caves and dungeons to allow for true exploration with no creatures, just locate interesting areas
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mimi_lys
 
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