[Basically a placeholder] I'm slowly working on a proposal to revamp Hommlet's interior maps, in what would ultimately be sort of a minor way, in order to make them more closely resemble the buildings they are supposed to represent on the outside. For example, Rannos and Gremag's store appears rather large from the outside, but is magically rather small on the inside. Others are oriented incorrectly - you go in facing east but face north when you get inside, etc. Fixing this sort of discrepancy would be fairly easy and not hokey like it might sound, as it would just be a matter of switching a few maps and flipping a few others. I will set forth my case for each map in Hommlet here in the coming days, just to be thorough and transparent.
Good idea, Gaear. Do you believe there are other buildings other than in Hommlet that share the same issues?
Well the only other candidates are in Nulb, and they are a bit different there in that the outdoor renditions of the buildings are a bit caracitured (really tall and narrow, presumably for effect), so there's probably not much point. I'm trying to more or less standardize the Verbobonc buildings and interiors.
I would think that with Rannos and Gremag's store what we see as customers is not the whole thing, they're bound to have a "back room" for their nefarious doings. :evil:
I suppose that's true. Still, it would have to be an odd L-shaped room, based on the size and shape of the exterior. The idea is just to make things aesthetically pleasing and consistent regardless. Personally I dislike it when you walk into a building and immediately think "this isn't right," though I'm sure different people notice and care about such things to different degrees. (Another good example is the town elder's place - comparatively large exterior against a rather small interior.)
My home was built in 1923 and is a two story house with a few walls that just seem wrong. My mother-in-law, (we inherited it) showed me two small hidden rooms she said were for "storage". I'm thinking moonshine rooms. heh heh It's funny how you can hide a room in plain sight. Not a cubbyhole but a real room!
Okay, here's the guide we shall use for this project. Status: North of the river 1. Church | no change 2. Black Jay | no change 3. Cabinet Maker | switched 4. Brewhouse | no change 5. Potter | switched 6. Jeweler | no change 7. Traders | switched 8. Traders' barn | no change 9. Teamster | no change 10. Cowherd | flipped 11. Mill | no change 12. Fruella | no change South of the river 13. Woodcutter | no change 14. Militia Captain | flipped 15. Farmer | no change 16. Meleny | flipped 17. Inn | no change 18. Hall | no change 19. Tailor | no change 20. Farmer | no change 21. Weaver | switched 22. Blackmsith | switched 23. Leatherworker | no change 24. Widow | no change 25. Grove | no change 26. Herdsman's barn | no change 27. Herdsman | no change 28. Wainwright | no change 29. Town Defense | switched 30. Carpenter | no change 31. Stonemason | no change 32. Castle | no change
See the above list for what's changing and what's not. For specifics, see below. These images are exactly to scale. 3. Cabinet maker Original - magically larger inside than it is outside. New - switched in the blacksmith's shop. 5. Potter Original - WAY larger inside than out. New - switched in the Traders' store and flipped. We could shave off the anterior room if necessary.
7. Traders Original - tiny interior and rotated too far counter-clockwise. New - switched in the town elder's map. 10. Cowherd Original - wacky orientation ... we go in facing right and arrive facing left. _O: New - original flipped.
14. Militia Captain Original - orientation issues. New - original flipped. 16. Meleny Original - orientation issues. New - original flipped.
21. Weaver Original - big shop is big. New - switched in potter's shop. 22. Blacksmith Original - little shop is little. New - switched in cabinet maker's shop and flipped.
29. Town Defense Original - another case of the magically shrinking interior. New - switched in the weaver's map and flipped. There should maybe be something added for that rear section too. Maybe we could add the part we take off the potter's new map from Rannos and Gremag. ~ That's it! The village of Hommlet ... slightly less wacky.
Overall a great job, but I think the blacksmith's shop is a little too small for the cabinet maker, specifically in the actual workshop section. Is there any way to expand the outside to match the inside instead of swapping the interior map?
Yeah we could, or maybe expand the interior. I don't want to get too carried away with those details (time sink), but in more noticeable cases we could make exceptions. I'm thinking now also that maybe the leatherworker should stay unchanged (elongated room, not square-ish), and that the weaver should get the potter map (square-ish room). btw, certain identifiable features of each map (pottery, weaving stuff, etc.) can also be applied to the stand-in maps and removed from new maps if necessary. (e.g., town elder should probably not have weaving equipment at his place.) The primary attractive feature of wholesale substitutions btw is that sectoring and clipping would go straight in with the switches.
I think you're right about keeping the leatherworker's shop unchanged. Also, is it possible to move the fireplaces to match the chimneys outside?