Ardougne!?
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Jeeves
TATORZ
The Empty Lord
Dark Avorian
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The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Locations
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Ardougne!?
First topic message reminder :
Ardougne...when compared to Falador, Lumbridge, Varrock, Seers, and Catherby it seems like a ghost town...
What could be done to spruce it up?
Ardougne...when compared to Falador, Lumbridge, Varrock, Seers, and Catherby it seems like a ghost town...
What could be done to spruce it up?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Ardougne!?
I made the decision *sheepish grin* that the Legends' Guild looks better inside the city.
• The three blue "doors" are actually window-stalls, and the actual entrances (still marked in red) are locked and require thieving to break in). (after looking at the image they almost aren't visible - look near the bank)
• Speaking of, the unlabelled store sells artwork and portraits for your POH.
• The apothecary sells Constitution potions and wears the raven-beak "plague mask". Health potions which increase your max-constitution by a certain amount; comes in weak, mild and mature which increase by increasing percentages and for an increased amount of time. Amount of time being the increase is permanent for a while before dropping.
• The armour store next to the apothecary is a general-smithing store - sells armour and weapons, whilst the other armour store only sells bodies.
• Various cloth stores sell various fashions.
• The herblore store has a little garden with a herb patch. You'll have to ask permission first - but still, a herb patch!
• The pub in Lower Ardougne can be the first runner-up to the pub guaranteed content poll!
• The transportation symbol just to the west of the slums is a fairy ring. The one on the little walkway north of Witchaven is also.
• The rune shop will have some room for speculation. The whole house seems built around a Runecraft Altar - one of the archs is the doorway, two make up windows (with a crossbar added to make the base of the frame) and the fourth the hearth of a fireplace with a large cauldron. The four little stumps have been dug up and pushed closer to the altar to make table and chairs. The table is covered in paper work, books and jars that it's almost not obvious it's glowing slightly.
• The fishing spots around the docks are for new "Line fishing"; for crabs and other small crustacean. The crabs come in small, medium and large and can all be cooked or sold to nearby stores. Horseshoe crabs and various other wildlife can also be sold, but could have other uses.
• The stores going through the pass are travelling merchants who offer slightly better prices than those elsewhere. They do not have stalls, but rather carry their stock in packs.
• The fishing store on the little outcrop near the castle is owned by someone who doesn't quite look human. His fishing outfit is bursting at the seems and much to short on the arms and legs. To add to his obvious non-human appearance, he speaks in grunts.
• He has trunks of gold "hidden" in his cabin and will pay bountiful amounts for raw fish (specifically the ones fished outside his house). This is a D&D however, and he'll only buy a certain amount a day. But at the prices he's paying? Why not?!
Re: Ardougne!?
I don't like the way the travelling merchants are displayed on the map. Maybe I should just extend the slums? Or at least put some houses there...? Or should I make a new icon for travelling merchant?
Re: Ardougne!?
Upon closer inspection... Looking good
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Ardougne!?
Ardougne Cloak teleport to the Monastery no longer provides speedy access to the Zoo, and I've also forgotten to include the Spirit Tree.
The spirit tree could easily be the new fairy ring I added just south of the main bridge/beneath the caption "Ardougne". We don't really need two fairy rings anyway - and it's fairly close to several routes to the city.
As for the Cloak's teleport... how about the Sorcerer's Tower?
OOH! I forgot to mention the north-west blue arrow! There is no requirement to use this passage into the city... unless you feel their should be?
The spirit tree could easily be the new fairy ring I added just south of the main bridge/beneath the caption "Ardougne". We don't really need two fairy rings anyway - and it's fairly close to several routes to the city.
As for the Cloak's teleport... how about the Sorcerer's Tower?
OOH! I forgot to mention the north-west blue arrow! There is no requirement to use this passage into the city... unless you feel their should be?
Re: Ardougne!?
Okay...my vision of the city
East Ardougne, and I mean the segment east of the ravine, is now cut in half by a boulevard running from the castle, across the bridge, to the docks. The boulevard and the docks/market are lined by businesses, banks, and guilds. beyond this lining the city reverts to it's true colors. The southern half is brutally poor behind the thin layer of shops. these slums house the dock workers. The north segment is walled off, patrolled by guards, and is the home of the wealthy. the main gate is sandwiched between the houses fo two incredibly wealthy lords, Handelmort and Doigtrapide. Handelmort is as he always has been, Doigtrapide's manor is the thieving guild and from it you can access rooftop paths through the wealthy sector, allowing for plunder.
East Ardougne, and I mean the segment east of the ravine, is now cut in half by a boulevard running from the castle, across the bridge, to the docks. The boulevard and the docks/market are lined by businesses, banks, and guilds. beyond this lining the city reverts to it's true colors. The southern half is brutally poor behind the thin layer of shops. these slums house the dock workers. The north segment is walled off, patrolled by guards, and is the home of the wealthy. the main gate is sandwiched between the houses fo two incredibly wealthy lords, Handelmort and Doigtrapide. Handelmort is as he always has been, Doigtrapide's manor is the thieving guild and from it you can access rooftop paths through the wealthy sector, allowing for plunder.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Ardougne!?
okay. remove the market sector...add a main concourse from castle to docks, extend slums slightly... add residential tot eh market area...voila!
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Ardougne!?
I was doing this while you were doing that, lol.
I haven't renovated the old market area, but that's how the market looks in Lower Ardougne. I'm going to have to make a bit more room to get the shape and size right, but that's kinda how it will look.
Is that what you meant by extend slums?
Other changes;
• Carved-stepped pathway up the cliff-face to the north of the city.
• Added distraction and diversion icon to the fishing guy.
Re: Ardougne!?
Thar?
• The market has been moved south of the main bridge. Whilst it's been rotated, it's size is mostly unchanged.
• Maggie a long with a handful of travelling gypsys lie in the ravine (their caravans wouldn't actually be visible on the map).
• The Monastery has been moved north of the Zoo.
• The Spirit Tree know lies within the two bridges.
• The Property Developer is has been moved a tad.
• Lighthouse has been added south of the Zoo. (Ruy suggested it and with Ruy's usual lack of input, ain't that right Ruy, I jumped to add something of his )
I apologise about the latest picture quality... I must've clicked something.
Re: Ardougne!?
I like it...one question...i jagex/java capable of running a road under a bridge on the same level...or would there just be a click to go through path under the bridge?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Ardougne!?
That is a good question!
Three options I think;
• Click to under the bridges (both of them).
• Click to walk across the bridges (both of them).
• Click to walk through the east gate and the whole city be on the next storey. (thus the bridges aren't on the same layer). All other access points to the city require going up already, so it's only the east gate that you can simply walk through. (yes, you can walk through the north gate but that's on the next level via the stairs just north of that)
I'm half-and-half between option 1 and 3. Three is probably the most favourable provided they can fix the map to still show the city (it currently only shows the ground floor as standard). Otherwise, clicking to pass through the bridges will probably be most likely - or at least automated walking, like the noob-zone gates in the free-to-play zone.
Three options I think;
• Click to under the bridges (both of them).
• Click to walk across the bridges (both of them).
• Click to walk through the east gate and the whole city be on the next storey. (thus the bridges aren't on the same layer). All other access points to the city require going up already, so it's only the east gate that you can simply walk through. (yes, you can walk through the north gate but that's on the next level via the stairs just north of that)
I'm half-and-half between option 1 and 3. Three is probably the most favourable provided they can fix the map to still show the city (it currently only shows the ground floor as standard). Otherwise, clicking to pass through the bridges will probably be most likely - or at least automated walking, like the noob-zone gates in the free-to-play zone.
Re: Ardougne!?
Wow... Ardougne has never looked so pretty to me before
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: Ardougne!?
Oh yah, this... should probably word a suggestion and do some sort of ASCii/send Jagex the picture.
Re: Ardougne!?
you're a half decent artist, try and draw it from a way up high perspective...out to sea a bit
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Ardougne!?
Maybe you should change the cliff face to a steep slope.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Ardougne!?
Cliffs would work better. I've probably gone too high with the walls and cliff, but it's only an example. Ooh yah, the Ranging Guild sits on the point where the cliff-floor and ground floor are the same. On the other side it occurs around the Keep LeFaye area.
Re: Ardougne!?
So the targets for the target minigame are on the cliff and you shoot from the bottom?
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
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