Which DAIII Environments Are You Most Hoping For?
#51
Posté 25 avril 2012 - 03:39
#52
Guest_sjpelkessjpeler_*
Posté 25 avril 2012 - 03:40
Guest_sjpelkessjpeler_*
#53
Guest_sjpelkessjpeler_*
Posté 25 avril 2012 - 03:42
Guest_sjpelkessjpeler_*
syllogi wrote...
I want to see Kal Sharok, and I'd like it to be significantly different from Orzammar. I'd love to know more of it's history.
This is what I really hope will be adressed to in DA3. Kal Sharok lies in Orlesian territory so...
#54
Guest_Avejajed_*
Posté 25 avril 2012 - 03:44
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#55
Posté 25 avril 2012 - 04:05
Maybe like Peterhof:

And then the lands further west are supposed to be sort of desert like, I think? The stuff over by the Western Approach, the Abyssal Reach, Sulfur Lakes, Gamordan Peaks and so forth. Could be neat to have some canyons and geothermal activity and bizarre rock formations. So basically like Yellowstone +Bryce Canyon+ Grand Canyon+some huge mountains and volcanoes?



I just really want a sense of scale thats been lacking in the DA games. Skyrim has it where you can stand on some cliff and see far off into the distance. Or see something like the Shrine of Azura way off in the distance. Even if its not a sandbox world like Skyrim, having that sort of thing makes the world feel more real and not like a video game level. The Witcher 2 does this well, in areas like the opening seige with the mountains off in the distance or the trebuchets or later on in Flotsam's forest with the trees towering over you. You have a sense of scale.
Modifié par Brockololly, 25 avril 2012 - 04:16 .
#56
Posté 25 avril 2012 - 04:10
#57
Posté 25 avril 2012 - 04:14
Seriously. Those photos are amazing!
#58
Posté 25 avril 2012 - 04:17
Brockololly wrote...
THIS is pretty much how I picture the mountains in the Anderfels that house Weissaupt. Stick a big stone fortress with curvy arches and open-aired aeries and... perfect.
#59
Posté 25 avril 2012 - 04:25
Thats one thing I really liked about Skyrim was how they were able to make the various areas of the nation very unique, yet they all felt internally consistent under the notion that Skyrim was the northernmost area in Tamriel. In DAO many of the locations just felt like generic "Forest level" or "Snow level."
#60
Posté 25 avril 2012 - 04:27
Village of Haven
Bracillian Forest
These three areas very distinctly reflected their local climate. The rest of Ferelden was more or less the same. On the surface, anyway.
Modifié par the_one_54321, 25 avril 2012 - 04:28 .
#61
Guest_Avejajed_*
Posté 25 avril 2012 - 04:27
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#62
Posté 25 avril 2012 - 04:34
Brockololly wrote...
Yeah, I wish the actual climate and geography of some of the regions in Thedas were more clearly specified. I mean, you can sort of guess how things are on the map, but the actual games don't seem to follow. As is, it all seems very hodgepodge.
I agree. Especially when it comes to Nevarra - we know nothing about it. Cassandra sounds German to me but who knows? And the DA wiki says that they entomb their dead the same way that the Egyptians do. I have no idea based on those two clues what their climate or architecture could look like.
So... Kal Sharok. What would you guys be hoping it to look like? In what ways should it be different from Orzammar? I'm curious because the dwarves don't seem to be famous for their creativity. Even Bartrand says that their culture has barely changed for thousands of years.
#63
Posté 25 avril 2012 - 04:35
#64
Posté 25 avril 2012 - 04:38
the_one_54321 wrote...
Moria.
So... less lava and more dusty/maze-y?
Also maybe more Gandalf?
#65
Posté 25 avril 2012 - 04:43
But any particular era of Moria is applicable. Not just the Third Age.
Modifié par the_one_54321, 25 avril 2012 - 04:45 .
#66
Guest_Avejajed_*
Posté 25 avril 2012 - 05:05
Guest_Avejajed_*
the_one_54321 wrote...
Moria was the ultimate in "giant underground dwarf kingdoms." All anyone else can do is try to live up to that example.
But any particular era of Moria is applicable. Not just the Third Age.
YOU SHALL NOT PASS!
Sorry.
Ahem.
Thought the online game version of the Mines of Moria were well done.
I imagine Kal-Sharok to be very...different. Like Orzammar, but twisted,somehow. Nightmarish.
#67
Posté 25 avril 2012 - 05:50
Skyrim does caves pretty good as does Dear Esther. But just having some passages with actual cave rock formations and some massive chambers would be neat:




Modifié par Brockololly, 25 avril 2012 - 05:51 .
#68
Posté 25 avril 2012 - 06:19
Brockololly wrote...
Hmmm...if its in Orlais, then that could be a bunch of different areas. For Val Royeaux it has to be ornate and detailed and over the top. No more brutalist Kirkwall architecture please.
Maybe like Peterhof:
While Peterhof is undoubtedly magnificent, I think it's a bit TOO modern. So far, Thedas is very much quasi-medieval, to be precise, high medieval - early modern circa 1100-1500s. Both noble dress and Duke Prosper's outfit are recognisably 16th century in inspiration. Most of the time they seem to hover vaguely between 1200-1400. And I really do mean 'vaguely'.
Bioware aren't bound by such minutiae as a cohesive, consistent art style, though, as we got Stalinist Gothic in Kirkwall:(. We'll see.
Brockololly wrote...
Whatever they do with Kal Sharok, I hope they make the Deep Roads feel a bit more like they're part of an actual cave system and spruce them up visually. I guess a lot would come from a much better lighting system too.
Absolutely. The Deep Roads - and really, any underground space in DA - were way too bright. I understand there may have been technical problems involved, but a good lighting system is absolutely vital for making these underground areas more atmospheric.
Apart from improving the overall look and lighting (and it would be really nice if the characters could hold torches or magical lights, illuminating their surroundings etc.), I would like an underground lake. A big one, with the need to use lighting to see your way around, cross over by way of boats and, of course, monsters in it.
An albino Mosasaurus would be nice


(Above is an outdated reconstruction of Megalosaurus, by the way. Marl caves (actually: quarries) of Limburg)
Modifié par Das Tentakel, 25 avril 2012 - 08:55 .
#69
Posté 25 avril 2012 - 10:14
Yes! Torches and lighting spells. I want it! Make the deep roads dark and pitch black in most areas. You can only see where you are going if you use a torch or a lighting spell. Other places there could be lava that lights up up the place, or you could find some of those coal things to lit and throw around.Das Tentakel wrote...
Absolutely. The Deep Roads - and really, any underground space in DA - were way too bright. I understand there may have been technical problems involved, but a good lighting system is absolutely vital for making these underground areas more atmospheric.
Apart from improving the overall look and lighting (and it would be really nice if the characters could hold torches or magical lights, illuminating their surroundings etc.), I would like an underground lake. A big one, with the need to use lighting to see your way around, cross over by way of boats and, of course, monsters in it. An albino Mosasaurus would be nice
And I like the idea with the river to cross. It could be given some history. Like: there used to be a bridge, but during the second blight, the dwarfs destroyed it in an effort to halt the darkspawn advantages. From that day, no dwarf, elf or human have been on the other side of the river. Now we must venture into the forgotten to find... I dunno - someting important.
I really believe that a long adventure in the Deep Roads can be amazing if it just involves alot of story, history, character development, and interesting and diverse environments.
Perhaps you cross that river, and then some monsters destroy your boats and you need to find another way out. As I suggested in another thread.
I would have liked the deep roads to be longer, if it showed more in the story and gameplay, that it was long. Like if you went out with a large group, and slowly people around you would start to crumple. Some mounts you brought along might die of exhaustion. Some companions could panic and abandon you, trying to find a way back or out of the tunnels. One person could loose his mind and go crazy. Some could die of the darkspawn plague. A couple could challenge your leadership. Everyone would become dirty with blood and filth on their clothes and on their faces and in the hair. At some point you would experience food and water shortage. Maybe your character would start to walk like she was exhausted/injured. Your health and stamina bar would get a 10% penalty.
And then, finally, you see a sunbeam at the end of a tunnel.
#70
Guest_sjpelkessjpeler_*
Posté 25 avril 2012 - 12:15
Guest_sjpelkessjpeler_*
http://t3.gstatic.co...c0HNuXAUVngTj2M
http://t2.gstatic.co...fn5DPVF2lj00YJw
the first picture is above ground, put it there just to demonstrate the shape of the houses that are build in a big cave. Somehow I feel the dwarves of Kal Sharok are more exotic then those in Orzammar. Hairstyles and clothes included
Modifié par sjpelkessjpeler, 25 avril 2012 - 12:16 .
#71
Guest_sjpelkessjpeler_*
Posté 25 avril 2012 - 03:16
Guest_sjpelkessjpeler_*

The picture above combined with the picture from the post above would do great as a style
for the buildings in Kal Sharok.
As for 'headed in another direction' paragons will probably not be present there. Something like this
could be a good alternative:
I think they even look somewhat dwarven
And for not be able to go topside; they have been isolated for a long time and
there is mention that they started to trade with Orzammar again so maybe
they (or the darkspawn) tunneled a way to the outside.
For the dwarves being the suppliers of the lyrium my guess is that the dwarves
in Kal Sharok find it in abundance. Maybe in a cave like this:

Can really picture a megalosaurus swimming around in that lake
Modifié par sjpelkessjpeler, 25 avril 2012 - 03:48 .
#72
Posté 25 avril 2012 - 04:44
As for 'headed in another direction' paragons will probably not be present there. Something like this
could be a good alternative:
I think they even look somewhat dwarven
[/quote]
Ewww, getting vibes of weird rituals here
{snip}

Can really picture a megalosaurus swimming around in that lake
[/quote]
That's a lake
It's Schnappi, the Anderfels albino Mosasaurus:whistle:
#73
Guest_sjpelkessjpeler_*
Posté 25 avril 2012 - 04:57
Guest_sjpelkessjpeler_*
#74
Posté 25 avril 2012 - 05:08
All I'm thinking when I look at some of those pictures is how Oghren or Isabela would make some comment on the phallic nature of those stalagmites.
I love the natural look of some of those caves! Kal Sharok would obviously be meticulously carved by the dwarves but I would love to explore some natural looking passageways.
And I agree completely about having a torch or glowing light in the passages! The Deep Roads are insanely creepy, especially in the books. Being able to light a mage's staff or have some kind of enchanted item would be awesome. And I'm thinking... glowing mushrooms? Glowing fish and jellyfish in the lake?
Bear in mind, parts of those roads (if not all of them) would be covered in darkspawn corruption. The passages to Kal Sharok were blocked off so that the darkspawn wouldn't overrun Orzammar. What happens to lyrium when it becomes corrupted by the taint? What happens to a mosasaurus that's corrupted? ooooh.
#75
Guest_sjpelkessjpeler_*
Posté 25 avril 2012 - 06:08
Guest_sjpelkessjpeler_*
The dwarves there could have some kind of shaman that leads dark rituals
that are about a new accepted religion that is a combination of their former
believe in the stone and a new one.
There can be dwarven maidens that dance around a lyrium statue while the
dwarves pay respect to their new found god





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