Mapping out The City. - by Digital Nightfall
str8g8 on 12/9/2005 at 14:56
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[EDIT: And in the end, it really matters very little, especially if str8g8 can now see how my idea about Shalebridge placement fits in with the overall map. I know that in my own mind, the area that currently hold the name is being called Murkbell and Lampfire Hills, in homage to Purah's Calendra series...]
Agreed, I don't think it sways the argument too far one way or the other ... still thinking :erg:
By the way Sol, do you have much knowledge of the FMs? That's one big can of worms right there, but I would be interested in how some of the major contributions (Calendra, T2X, and so on) might be used to expand the City somewhat ... but I have very little experience of them, having played only a few.
Solabusca on 12/9/2005 at 15:25
Quote Posted by str8g8
By the way Sol, do you have much knowledge of the FMs? That's one big can of worms right there, but I would be interested in how some of the major contributions (Calendra, T2X, and so on) might be used to expand the City somewhat ... but I have very little experience of them, having played only a few.
Well, most FM's tend to be small-scale in nature to the City. A hotel, a manor-house. Most good 'urban-style' missions either take place in an outlying town, generic city neighbourhoods that remain unnamed or in a pre-named area, one glaring exception being Purah's work - three areas, Highwatch, Lampfire Hills and Murkbell all being created and having continuity, and all being extremely well laid out and mapped. Most other FM's will just be a dot on the map indicating where the place being hit is located.
On T2XT2X's intro has an exit from the Docks leading NW in it's opening mission, and to the North into what it refers to as 'commercial district' (probably meaning something as simple as a market/warehouse area that you don't have to leave the Docks district to access, as there's a guard at the gates to the OQ.)
Another thing T2X includes is an expansion to the barricaded section of the Old Quarter - a hospice area in 'The Cure' that features even more creepy undead goodness. Basically it would mean that the area set aside for the barricades would have to be expanded somewhat.
Beyond that, much of the action takes place in a small seaside community known for it's status as a 'one-time' (and unknowningly still current) smuggling haven.
Map ArrangemntI'll be honest, I jumped the gun on my comment re: Murkbell, etc. I still think my arrangement is going to be for the best, but I'll hold off on my enthusiasm and stay in 'debate-mode'
Sxerks on 12/9/2005 at 18:00
Quote Posted by Solabusca
Actually, it points in the direction outside the City.
??? Did you read my comment "the Mage Towers are beyond the city, so the arrow on the keepers map points to a location outside the city"
I think you need to get more sleep.
As for the T2X barricaded section of the Old Quarter, there are two sections on the Old Quarter map ( to the North and the West) where there is no wall labeled, so the barricade could be expanded easily.
Solabusca on 12/9/2005 at 18:03
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??? Did you read my comment "the Mage Towers are beyond the city, so the arrow on the keepers map points to a location outside the city"
I think you need to get more sleep.
Nope, I was agreeing with you - saying that it IS indicating the location, but not right there ('X marks the spot') on the map.
As to the OQ - we've got the section of the OQ that is explored in THC right on the map. All I'm saying is that we'll need to expand the walls there slightly, or shrink the barricade diagram if we're going to incorporate T2X.
I'm thinkin' we're in agreement here - the OQ on str8g8's map is NOT entirely barricaded, but the Barricade illustration is definately not-to-scale. Much like the rest of the reminder artwork on it.
.j.
Szandor on 12/9/2005 at 20:33
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Aulddale"Auld" is an archaic form of old, "dale" is an old word for valley in certain parts of UK like the Yorkshire Dales, where there are places like Airdale, Wharfedale etc).
ShalebridgeBridge you know, but Shale can mean a kind of sedimentary rock, but could also be a corruption of "shallow".
This is, of course, assuming the language of the City has developed in the same way the english language has. (Wich is probably the easiest way to go.) Also, I think "shale" can be derived from more words than this. By the way, we know there is reasonably shallow lava activity under the city. This means that the rocks will probably not be sedementary but magmatic in origin. Therefore, a bridge made out of shale is not probable. (Unless the shale was imported from other parts, wich may be a possibility given the IRL common use of shale as building material.)
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StonemarketMarket you will know, and stone too I guess, it probaby derives from the building of a specially built "stone" marketplace or something.
With this, do you mean a marketplace built from stone or for stone selling/purchasing? I believe the latter is more probable since SM is a rather large area compared to an ordinary marketplace. SM was probably the place where stone for building the city was ordered and finished. (This would probably indicate a placement by the river, since stonecrafting craves water and water is easier to transport on than roads. Also, it would make the hinted at importing of shale easier.)
Here are some other ideas of where the names came from. (I will assume language evolved the same way in the City as IRL. I also use the str8g8 map.)
Old QuarterThis is obviously the oldest part of the city and was in all likelyhood only given a name after other sections were. My theory is that it was built on top of an island in the middle of a bay. As the city grew, the bay was filled up and it became a river instead. This would explain the multitude and inconsistancy of the canals mentioned somewere before.
New Quarter, North Quarter, South QuarterShould be quite obvious names... These parts show how the city first expanded, beginning with NewQ. The new placement of the marketplace (New Market) indicate that trading was important and therefore, that part of the bay was probably first bridged and then completely filled - explaining why the river bends to the east and not west.
NewmarketThe new market area, moved there from the now sealed section as trade with western cities increased. Before the bay was filled up, there was probably a small port there as well.
HightowneWhile str8g8 sets this as a part of NorthQ, I think it should be either considered a part of its own or a part of New Quarter. Its name implies a sense of "this place is a wee bit better" and is perfectly located beside NM to be a good place for merchants and nobles to live in.
DowntowneThis indicates an area down from (south of) the normal residantial area. It is a normal name for a city section with many official buildings and functions, as well as trading (wich has since been moved to NewM). It is probably the first named section.
StonemarketA market for stone carving and such. It was not moved with NewM, but already had good access to water and was probably harder - as well as less important - to move.
Sealed SectionI will have to think about this name a while longer, it constantly slips my mind.
ShalesbridgeIf the shale does indeed derive from the stone, Shalesbridge should probably be positioned closer to StoneM. It sounds as if the first bridge made out of shale in the city - or perhaps the only one - gave name to this area. That bridge is probably positioned by Stonemarket.
DarksideSounds like a nickname för a bad piece of turf, having lots of nasty people in it. It is most likely on the outer parts of the city, where demand for new housing made the city build bad buildings in quantity. It's a suburban 'hood...
ShoalsgateThis section should probably be repositioned to sit somewhere else. The name implies a watchingstation positioned on a shoal, something that would probably be more suited on the westernmost parts of str8g8:s Shalesbridge, right by the bend.
AuldaleAs noted before me, this is probably an old form of "old valley". This indicates that Aulddale was a small village of its own at first, but grew into the city creating an agglomerat. The village name stayed.
Dayport, North Dayport, South Dayport, EastportLike Aulddale, I believe that Dayport might gave been a small village as well, concentrated on trading via shiplanes. It was probably just an extension of Aulddale and the City. North, South and East are logical names when the port expanded.
Wayside, DocksThese are the new docks on the side of the river where the road is. Simple, huh?
I suppose that's it for now. I'll think about this some more and maybe there'll be a brief history of the growth of the city in the RPG.
kamyk on 12/9/2005 at 22:12
I asked a similar question in a new thread, but has anyone tried to take actual floorplans (ie. NOT the ingame parchment maps) of the various city sections, and buildings, and tried to fit them together to form a comprehensive map yet?
Shadowcat on 13/9/2005 at 00:11
kamyk: Assuming that by "floorplans" you mean the actual in-game layout of the streets and buildings, then...
(a) From what I've read, the in-game experience is already a very significant factor in the way that the dedicated folks working on this project have put everything together.
(b) However taken on their own, the in-game levels would undoubtably form a significantly smaller portion of the City than the various 'parchment' maps do.
(c) Moreover, I'm pretty certain that the various levels do not conveniently slot together like a jigsaw puzzle, even when the game implies that they ought to.
In short, I doubt you can generate a useful map solely in that manner. The in-game experience is simply another set of evidence being used to determine the best possible layout.
kamyk on 13/9/2005 at 00:22
I am sure they do not just fit together like puzzle pieces. It would probably be more like a puzzle with many pieces missing, but at least there would be SOME to work with. For one, it could potentially solve issues with the location of cradlebridge.
And if there is an effort to map out the city taking place, why not REALLY map it out? Everything, not just vague district outlines.
I don't expect to generate a useful map solely on this basis. I see it as a part of the process.
Shadowcat on 13/9/2005 at 05:34
Quote Posted by kamyk
at least there would be SOME to work with. For one, it could potentially solve issues with the location of cradlebridge.
Again, I believe that the in-game levels are being taken into account when trying to establish these things. The problem is that there are significant contradictions when you take everything into account, so the fact that the game shows something one way doesn't necessarily mean that's the best answer.
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I don't expect to generate a useful map solely on this basis. I see it as a part of the process.
I think it's already part of the process, just without going to the extent of actually creating the plans in the way you suggest.
Having said that, a top-down view of all the in-game City streets and buildings would be kinda neat to have.
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And if there is an effort to map out the city taking place, why not REALLY map it out? Everything, not just vague district outlines.
Until the district boundaries are firmly established (or agreed upon, at least), there's just no point in adding more detail. IIRC there are certainly intentions to add such details when the time comes. It was discussed earlier in the thread. If you read through it all you'll get a good understanding of what's involved.
Solabusca on 13/9/2005 at 07:42
Quote Posted by kamyk
And if there is an effort to map out the city taking place, why not REALLY map it out? Everything, not just vague district outlines.
I don't expect to generate a useful map solely on this basis. I see it as a part of the process.
Well, for one thing... the entire City is never SHOWN. You could do your best to stitch together every ingame map that exists, and still come nowhere near the full size of things - and that's from the DEVELOPERS THEMSELVES.
Any other questions?
.j.