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Main_Avvie

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Post Posted: Sun Aug 28, 2011 8:37 pm — Post subject: Ae'Gura Concert Hall Concept Art?

for all the areas of D'ni that are currently inaccessible, the concert hall is the only area that is inaccessible in its entirety. For a location that's such a big name on the map, it would seem like there would have been some preliminary work done on it. if there are no models or test renders there might at least be some concept art, but i have never seen any. does anyone know if any of this exists and if so where it might be provided?

Deledrius

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Post Posted: Sun Aug 28, 2011 11:24 pm — Post subject:

I'm still confused where it was actually going to even fit.

There are several on chiso that appear to be for the Concert Hall. Look under D'ni->Ae'gura.


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Post Posted: Mon Aug 29, 2011 12:18 am — Post subject:

my guess is it would have been entirely beneath the rock. presumably the facade off the end of the canyon mall with the blue lit balconies is part of the concert hall. i always envisioned it as a large scale version of the neighborhood amphitheaters.

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Post Posted: Mon Aug 29, 2011 12:46 am — Post subject:

Main_Avvie wrote:

my guess is it would have been entirely beneath the rock. presumably the facade off the end of the canyon mall with the blue lit balconies is part of the concert hall. i always envisioned it as a large scale version of the neighborhood amphitheaters.


Right, except that internal area is in reality quite tiny to house a large chamber.


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Post Posted: Mon Aug 29, 2011 12:48 am — Post subject:

Holy Smokes!! Now that I've seen that link, for one, I didn't know existed, and another... that's a whole lot of URU concept art and test renders!! Shocked Shocked i notice it uses the same format as OHBs statistics page (which is one of the most ideal web designs i've ever used) I ask for some Concert Hall concept art and I get the whole library thrown at me, Thanks!! Very Happy that's some great stuff. much of it i've seen but so much more i haven't. gives such a clearer picture of area's as yet unseen.

Many Thanks

as for the physical virtual space in which the hall would fit, visual trickery is often used to arrange spaces in virtual environments. Ae'Gura constantly utilizes the terrain to obscure portions of the island. in fact, the entire topography of the island isn't enough for the entirety of the city on Ae'gura, but from ground level that is not apparent. it can be simply assumed that there is more to it than we can see when technically speaking there's really not. as more areas were opened more virtual terrain would have been added. for instance, there is hardly enough terrain for the area behind the great curtain to fit.

also, i've heard tell that the library courtyard is a subinstance separate from the rest of the environment and that it loads seamlessly upon approach. might explain why i often encounter latency when traveling the path to the library. apparently, the library that can be seen from a distance is just a backdrop and the terrain is used to obscure the transition. i don't know if this is true, it's just what i've heard. a tell tale sign would be to stand at the bridge and see if you can notice people moving in the courtyard. if they're separate instances it would seem to me they'd disappear when they walk into it.

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Post Posted: Mon Aug 29, 2011 1:55 am — Post subject:

I've heard there's talks for it to be built under OS. There was also some murmurings, if I remember correctly, of getting Cyan to release under OS the parts of it they did develop. That would be uber awesome if you ask me. If Cyan did that maybe we could get Kahlo finished under OS. If THAT happened then I'd walk all the way to Cyan Worlds and give the gang a big hug; ok, maybe a big handshake! (Which either way would take me quite a while walking...) Very Happy


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kaelisebonrai

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Post Posted: Mon Aug 29, 2011 1:19 pm — Post subject:

Main_Avvie wrote:

Holy Smokes!! Now that I've seen that link, for one, I didn't know existed, and another... that's a whole lot of URU concept art and test renders!! Shocked Shocked i notice it uses the same format as OHBs statistics page (which is one of the most ideal web designs i've ever used) I ask for some Concert Hall concept art and I get the whole library thrown at me, Thanks!! Very Happy that's some great stuff. much of it i've seen but so much more i haven't. gives such a clearer picture of area's as yet unseen.

Many Thanks



Glad you like it, there's a few more things I'm going to put up there soon, I just need to make the workflow a bit saner. =)

re: the library being a "subinstance"... not really... it is sort of not-loaded most of the time, but its not to the extreme a "subinstance" would imply. Its.. well, I *think* it uses something called "visregions" well, that's what I'd be using, and I'm pretty sure that's what the Library is using.

However, you are correct that what you can see from the ferry terminal is a "billboard" (a flat plane with a texture on it).

Re: the concert hall itself.. it doesn't physically fit in the area of ae'gura its around, and that area doesn't use quantum-size-hacks (as i like to call them =P) Those are generally only used for things far /away/, as Cyan generally used them to simulate perspective. (for example, Kerath's Arch is done like this, and so is the Great Zero (only the view of it from Ae'gura, mind you))

re: OS and being built that way... most of the talk is regarding what people would love to see happen, there's no indication that people will actually be able to do this. =P At this point, any of the content Cyan has released has been unusable for open source... as there is no license, and therefore nothing can be done with it...

Don't get me wrong. I'd *love* to see some of the unreleased part-way-done stuff be released... For example, there's much more to descent than we've ever seen, and I heard this from Brice Tebbs (sp? anyways, Nikto) himself. He called a particular area the "bug cave of wonders", and I've got a couple of screenies of the models, and I've been wondering about a specific texture in the versions of descent we've gotten, the texture happens to reference the bug cave. >.>

Here's the shot I believe is from the bugcave: http://chiso.uruslasthope.com/albums/D%27ni/Descent/cave2.jpg

Brice mentioned there would be a river flowing underneath it, and I've always loved the idea of it. And I've always wanted to see more.

But, eh. There's no real indication that we'll /ever/ see these kinds of things. I definitely hope we will... But I don't really see it happening. =/

EDIT: meh. I tried to fix the url, but you'll just have to copy and paste it, I'm afraid, the URL tags don't like it at all, infact, manually setting the url tag blanked my post.

EDIT2: fixed, thanks Deledrius!



Last edited by kaelisebonrai on Mon Aug 29, 2011 3:06 pm; edited 1 time in total

veralun

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Post Posted: Mon Aug 29, 2011 1:28 pm — Post subject:

Image bugcave:


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Trekluver

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Post Posted: Mon Aug 29, 2011 1:39 pm — Post subject:

kaelisebonrai wrote:

re: OS and being built that way... most of the talk is regarding what people would love to see happen, there's no indication that people will actually be able to do this. =P At this point, any of the content Cyan has released has been unusable for open source... as there is no license, and therefore nothing can be done with it...

Don't get me wrong. I'd *love* to see some of the unreleased part-way-done stuff be released... For example, there's much more to descent than we've ever seen, and I heard this from Brice Tebbs (sp? anyways, Nikto) himself. He called a particular area the "bug cave of wonders", and I've got a couple of screenies of the models, and I've been wondering about a specific texture in the versions of descent we've gotten, the texture happens to reference the bug cave. >.>

Here's the shot I believe is from the bugcave: http://chiso.uruslasthope.com/albums/D'ni/Descent/cave2.jpg



That's a shame really. All that work never seeing the light of day. I will hold cautious optimism for these and hope they are made eventually. The bugcave is cool though, sounds a bit like a groovy bahro hangout or something.

P.S. - The URL tags do not like apostrophes!


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Deledrius

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Post Posted: Mon Aug 29, 2011 3:08 pm — Post subject:

I'm torn though. As much as I'd love to see the unreleased content, I'd hate to have more of it ripped of its intended story, or worse, a half-baked story grafted onto it like so much we got post-prologue-collapse. It's a lose-lose situation, it seems.


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Post Posted: Mon Aug 29, 2011 7:24 pm — Post subject:

I would love to see these unfinished areas "someday" (tm cyan worlds inc all rights reserved) but i would rather they be as close to what Cyan intended for them as possible. i'm certain that fan developers can and will remain faithful, but for such unfinished content to *not* ever see the light of day or to never be brought to a state of [relative] completion is just foolish. it may take long in the making (as it already has Rolling Eyes ) but to never be able to complete and see those areas is a disservice to cyan's efforts (and us) and quite beside the point of open source as far as i'm concerned.

this "bug cave" is just one more awesome bonus piece of eyecandy Very Happy decent had a lot of work done on it for Myst V. there's far more of decent in V than we see in URU but still so many dead ends and blocked paths.

one of the most wonderful items on that webpage is the concept map for Kveer. if there's one location we see so little of that i'd kill to see more (okay i'm not that crazy Razz ) it's Kveer...

... i just hope that simple line drawing doesn't remain the extent of what we get to see of it ...

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Post Posted: Tue Aug 30, 2011 12:03 am — Post subject:

A major problem I see with getting some of those designs finished is.. well two things. Uru's development up to Prime was an extremely costly project. What little we have of Ae'gura and those four or five original Ages was a multi-million dollar affair, not to mention it began development around the time of Riven's release. IC when the DRC "left to find funding" that wasn't just part of a story. They literally did not have the money to continue development.. and Cyan is one of those companies that refuses to release a product until it is as close to perfect as they can get it. Uru is and always was a work-in-progress. Unfortunately the progress was stalled by many factors and then farther burdened by the downfall of the adventure game genre as a whole. A few passionate fans have kept things alive but only just.

The other major issue is a result of that funding problem.. Many of the artists and developers working on the Ages and writing and coding had to be let go from the company. So much of the plans for Ages and addition to D'ni exist ONLY as concept art and I'm sure many more plans never even got that far. A few paragraphs of descriptions and plans of puzzles.. Even what we have is so altered from its original design as to be nearly unrecognizable. Kadish was never intended to be connected to the Path of The Shell plot.. There was originally only one journey door, in Kemo which was the only garden Age of the Bevin neighborhood. I'm sure there's lots of other stories and intentions that were altered or scrapped along the way.

The silver lining to all these clouds is the hope that with Open Source, when we do finally have the ability to add our own works, will reinvigorate the spark that Uru once had and maybe then it will become a profitable endeavor. That's when Cyan could hire back long lost people and bring in brand new ones to give us even more fresh ideas. Of course this is all a pipe dream and one that moves in baby steps. It's my hope that Patrick and Adrian accomplish their goal with their film project and people see the incredible potential the Myst franchise still has. As it stands, open sourcing Uru is the best possible chance it has to not only kick open the coffin it's nailed into, but climb up out of its hole and finally stand up and move forward.


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Post Posted: Wed Aug 31, 2011 1:36 am — Post subject:

To my knowledge the Guild hall had only begun with preliminary work. But, if everything I've read is true then Kahlo was almost done (I seam to remember it beginning preliminary alpha or beta testing). If anything we might see Kahlo one day. (and I hope we do.) Here's the Mystlore article on it: http://en.mystlore.com/wiki/Kahlo It looks like all the modeling was done to me. And if it reached Phase 4 then it certainly was close to release.


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Post Posted: Wed Aug 31, 2011 4:37 am — Post subject:

Trekluver wrote:

if everything I've read is true then Kahlo was almost done (I seam to remember it beginning preliminary alpha or beta testing). If anything we might see Kahlo one day. (and I hope we do.) Here's the Mystlore article on it: http://en.mystlore.com/wiki/Kahlo It looks like all the modeling was done to me. And if it reached Phase 4 then it certainly was close to release.


My (admittedly foggy) understanding was that it was primarily a technical issue preventing its release, so yes, if that is indeed the case it would be a great example of content that could (possibly) be fixed in the CWE and released without much further work. Then again, we don't know what, if any, larger story significance it was meant to have which may be missing since the plotline has forked, diverged, halted, and looped so many times.


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Post Posted: Wed Aug 31, 2011 4:47 am — Post subject:

why have so many technical issues marred so much content?

minkata sparklie: disabled due to technical issues
gahreesen wall: scrapped due to technical issues
kahlo age: delayed due to presumed technical issues
lake light meter: removed due to technical issues

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