Jump to content

Markus Liberty

Member++
  • Content count

    3944
  • Joined

  • Last visited

Community Reputation

4541 Excellent

About Markus Liberty

  • Rank
    Drama Llama
  • Birthday 09/02/1993

Contact Methods

  • Website URL
    https://www.flickr.com/photos/markustellmann/
  • Skype
    Markusliberty

Profile Information

  • Gender
    Male
  • Location
    Norway

Recent Profile Visitors

41012 profile views
  1. Elder Scrolls VI Location analysis

    It could also be a ravine of some kind
  2. Elder Scrolls VI Location analysis

    Not really, I mean. I guess a lot of people would be interested in modding TES VI , so there might be a bit of a member migration
  3. Elder Scrolls VI Location analysis

    So the first TES VI teaser trailer just dropped, showing a rocky coastline and some interesting structures The first thing I want to mention, is that we don't know for sure if this is actual in-game footage, or a CGI trailer done by another studio. But for the sake of this analyzis, we're going to assume that this is actual in-game footage. The Direction Of the Sun One very important thing which I haven't seen anyone mention before, is the location of the sun. In the Elder Scrolls games, the sun always rise in the east, and sets in the west, moving at a perfectly straight line across the sky. TES VI will likely be no different, which means that knowing the location of the sun is the key to knowing the general direction of the landscape we're looking at. In the Trailer, we don't actually see the sun, but we do get a pretty good idea of where it is located by looking at the shadows and the light. The shadows are long, and are moving away from the coast at a near 180 degree. This tells us that the sun is sitting low on the skies, and that the coast is facing the West or the East. There's no way to say wether this is a sunrise or a sunset. But given the information we do have, we get a pretty good idea of what areas on Tamriel this could potentially be. Here's a map higlighting the Western and Eastern coasts of Tamriel The Enviorment In the trailer we see a coastal cliff environment with few to no trees , the cliffs are white and the ground looks sandy and dry. This could be a lot of places, but by comparing this to the real world we might get a better idea of what kind of inspiration Bethesda was looking for when designing this area. The type of envrioment we see in the trailer is what we usually refer to as shrubland. Shrubland is a kind of biome found in tempered and dry areas, places where trees and other plants struggle growing. Shrublands are known to exist in California, Mexico, Australia and the Mediterranean. We're also seeing a lot of white yellowish rocks, this is most likely limestone, a typical stone type found in costal shrublands. We generally see this type of environment in California and the mediterranean, giving us a pretty good idea of what kind of enviomrent they were looking into when designing the game. Several countries share this kind of enviorment, but one in particular stands out. We know that the Croatian city of Dubrovnik was used as the main inspiration for the City of Anvil in Oblivion, a city supposidly based on Redguard architecture. The surrounding Gold Coast was of a similar design, a dry costal grassland with limestone rocks. In Oblivion, Gold Coast enviorment continues into the innacessible soutern parts of Hammerfell, making the areas surrounding Rihad and Taneth possible locations shown in this trailer. Architecture We dont see a whole lot in terms of architecture. The large towering structure in the centre of the landscape could easily be an Imperial Fort. What's more interesting is the tiny city in the distance, we don't see much of it, but by zooming in we can clearly make out the city walls. This could be anywhere, and it's difficult to make out any particular style of architecture. The city walls however does seem to closely recemble the kind of white limestone walls found in old mediterranean cities. Once again drawing noticeable parallels to the Croatian city of Dubrovnik. That's it for now. I'll be sure to include any additional things I notice as the speculation and analysis continues
  4. Show us what you're working on!

    Awesome work Kelretu!
  5. You are the one from my dreams

  6. BS: Bruma Generic names for Weapons and Armor

    Worth noting that Elder Scrolls online also names all their weapon after material, and not racial style, so there's over 40 different Iron Swords that all have the same name. It's never really been a problem
  7. Weekly updates

    Looks great!
  8. Economics of Skyrim

  9. Important Announcement

    I have no knowledge of any of these disputes, so I can't really comment on that. However, I want you to keep in mind that this is a collaboration made up of over a hundred different people, every single project has at some point been trash talked by a member of a different project. I've been here for five years, I've seen it all, it's unavoidable. It's perfectly fine to say that you dont want to be part of something like that, I understand. But that's how big collaborations work, not everyone is going to be a fan. I've been involved with project drama many times in the past. I've trashed talked, and I've been trash talked. There's been some moments I'm really not proud of, but you know what? It's been worth it. I've made some amazing friends along the way, and learned some valuable lessons on teamwork. In the end we created some fantastic content, and that's good enough for me. It's not always easy, but with a bit of patience and a bit of tolerance you can get a long way. To quote Morcroft, collaborative development depends totally on goodwill and a thick skin. I hope to see you around every now and then, Griffix. You're pretty much the first person I got to know in the Skyrim community, and I'd be sad to see you go
  10. Important Announcement

    I'm not a council member so I don't know what has been said behind the scenes, in fact I've only recently come back into the modding scene after a longer absence. But from what I've observed, the number one complaint about Thras was the lack of communication with the rest of the collaboration, we only saw a Thras member once on the dev server, and when we asked about the project they pretty much told us we weren't having this conversation. There's a reason Thras became known as the mystery province, because in the end no one had any idea what was going on with it. It almost seems like the goal was to make Thras as isolated from the rest of the collaboration as possible, and with a policy to never recruit and never use BSAssets, you went a long way to accomplish that. Anyway, that's my take on it. Good luck with the future of the project
  11. General Signup Thread

    Well if you could post some pictures of your work, that would be great!
  12. General Signup Thread

    What exactly is your skill set, Imic? Are we talking level design? Writing?
  13. Happy New Year everyone!

×