Oblivion
Heightmap

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ZekAonar

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Decided to put everything I've learned to the test -- this heightmap is the first to be drawn completely by hand. Although the CS bugged out in rendering the edges (which are too distant to be seen anyway, so no biggie), I'm quite satisfied with the overall result.

I stretched the land out into a rectangle because I found that this zone-building technique was so much more efficient -- the map is approx 3.86 km or 2.42 mi from end to end, but there are a lot of strategically placed climbs, swims and wide turns along the way. In effect, travel time is increased dramatically, along with the illusion of a much larger world.

Prototype D will be the sum of all the best features of previous versions of the mod. Personally, I felt like the landscapes of Nordania were neither beautiful (no secret niches) nor dangerous (no tight areas), and that was essentially because this whole time I've been pushing for a pure open world approach. I did experiment with natural barriers in Prototype C, but I placed them on the exterior of the zone so, while they served their purpose in containing the player, they didn't do much more (and I hated that -- I believe everything in a game design should contribute to the game design -- even terrain). Natural barriers play a much more important role in the overall gameplay now, as they are located inside the zone just as much as they are outside. Imagine the opportunities for surprise enemy encounters and hidden loot.

The design is neither open nor closed, but, with its custom maze-like interior, lies somewhere in between. It is the very image of balance and efficiency. That said, I'm eager to begin laying down regions and generating flora, a process made much simpler now by the rectangular shape of the worldspace. I have cut this rectangle into four pieces, each one containing a difference geographical region. Can you spot all four? From left to right: Zephyros, Darkwood, Lake Argyros, Khitan Highlands.

9 comments

  1. Ynguatep
    Ynguatep
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    Interesting approach. More or less linear level design is fine as long as you stick to it and make it best.

    I kinda missed natural barriers in Oblivion - they should be there even in a generally open world - but some Unique Landscapes mods like Cheydinhal Falls or Colovian Highlands added them in just the right way without breaking the Open Wold experience.

    I'm curious about the kind of gameplay you'll achieve.
    1. ZekAonar
      ZekAonar
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      Thanks for the comment, Ynguatep. Yes, I felt the same about Oblivion. Cyrodiil was basically a crater lake bounded by mountains. I have yet to try any Unique Landscapes mods, but maybe I will now! Another pet peeve of mine: Morrowind lore said Cyrodiil featured a tropical climate
    2. Ynguatep
      Ynguatep
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      Yeah, that's weird ... I found something about that recently in UESP wiki: apparently Cyrodiil was more or less tropical up to IC until the early Meretic Era (like, 6k years ago, or more ... dunno). But then Skyrim wouldn't have been very cold in these days too.

      UL is great. If you get the compilation, don't forget to look for Eastern Peaks too. I'm not sure if it's part of the compilation already. Each single of these mods spoiled me completely for vanillia landscape.
  2. Cthulhu Worship
    Cthulhu Worship
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    Looks pretty neat.
    1. ZekAonar
      ZekAonar
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      Thanks a ton!
  3. maczopikczo
    maczopikczo
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    A bit like in Nehrim which is a sandbox with mountain ridges that you can't just climb. They serve as barriers, because there are passages only in predetermined spots, and you can't move on before you've done all the necessary things in the previous zone.
    1. ZekAonar
      ZekAonar
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      Exactly, although I haven't decided whether I'll incorporate entry requirements. I already stated earlier this year that I disapproved of mandatory main questlines.
  4. Dennywood
    Dennywood
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    Cool! you're still on the road!
    1. ZekAonar
      ZekAonar
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      Of course!