Nos Astra Architecture: Difference between revisions

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These are the guidelines for futuristic buildings created by [[DakkaDok]] and used at his city, [[Nos Astra]].
These are the guidelines for futuristic buildings created by [[DakkaDok]] and used at his cities, [[New Nos Astra]] and [[Nos Aeterna]]. They differ from the original materials and designs used at [[Nos Astra]], which are no longer used.


== Building Materials ==
== Building Materials ==


The main building materials for this style are quartz blocks, blue stained glass and dark oak planks. Cyan stained clay and stone bricks can be used in small amounts for more industrial-looking buildings and streets. For lighting, redstone lamps and sea lanterns should be used, depending on the area. Light blue stained glass can be used instead of blue stained glass in some buildings.  
There are two types of building in NAA: Industrial and Non-Industrial. Industrial buildings are built mainly from white terracotta and orange glass. Non-Industrial buildings use white concrete and blue glass for a cleaner look instead.
Since most of these materials are fairly hard or dangerous to get in large amounts, it is important to only use exactly as much as you need, and to make sure some cheap block type is used for any scaffolding or internal constructions.  
 
Roads are made from cyan terracotta with walkways of stone slabs and stairs. Other colours of terracotta and concrete may be used as accents and for detailing.


== The Basics ==
== The Basics ==


The name, as well as many of the general ideas of this style are inspired by Mass Effect. If you need inspirations, try looking at pictures of the original Nos Astra or The Citadel from Mass Effect 2.
The name, as well as many of the general ideas of this style, are inspired by the city of Nos Astra from Mass Effect 2.
 
PICTURE PLACEHOLDER: Original Nos Astra


Most non-functional buildings should be tall and thin. While parts of them will always be rectangular, try to incorporate curves or round edges into everything.  
Most non-functional buildings should be tall and thin. While parts of them will always be rectangular, try to incorporate curves or round edges into everything.  
Large, flat walls are boring to look at, and should be broken up by either some structure or at least a different blocktype. Make sure to use at least as much glass as quartz, making the buildings look transparent and layered in front of each other.
Large, flat walls are boring to look at, and should be broken up by either some structure or at least a different blocktype. Make sure to use at least as much glass as concrete/terracotta, making the buildings look transparent and layered in front of each other.


[[File:TiC3Rjc.png|600px|link=http://i.imgur.com/TiC3Rjc.png]]
== Ground Level ==


== Ground Level ==
Main roads should look like this:


Roads should look like this:
[[File:NARoads.png|600px]]
[[File:NARoads.png|600px]]


Fill in the space between the buildings and the roads with grass and light blue flowers. This should always look cultivated, not natural.
Roads are seven blocks of cyan terracotta across. The middle column is alternating between two blocks of cyan terracotta and two redstone lamps. This is enough to keep any mobs from spawning on the roads.


PICTURE PLACEHOLDER: Light Blue Flower.
The sidewalks are three blocks across each, with stone slabs in the middle and stone brick stairs facing outwards. The entire road design is mob-proof.


Make sure to light up everything in as unobtrusive a fashion as possible.
This style of road should only be used sparingly, smaller roads of three cyan terracotta blocks across should branch off and connect most buildings instead, especially in any kind of industrial area.
 
In non-industrial areas, grass and flowers should be used to fill in the space between buildings and roads. This should always look cultivated rather than natural. Industrial roads should have little to no such vegetation and instead be tightly packed with buildings and infrastructure.


== Higher levels ==
== Higher levels ==


SECTION PLACEHOLDER
SECTION PLACEHOLDER
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Latest revision as of 08:55, 21 December 2018

These are the guidelines for futuristic buildings created by DakkaDok and used at his cities, New Nos Astra and Nos Aeterna. They differ from the original materials and designs used at Nos Astra, which are no longer used.

Building Materials

There are two types of building in NAA: Industrial and Non-Industrial. Industrial buildings are built mainly from white terracotta and orange glass. Non-Industrial buildings use white concrete and blue glass for a cleaner look instead.

Roads are made from cyan terracotta with walkways of stone slabs and stairs. Other colours of terracotta and concrete may be used as accents and for detailing.

The Basics

The name, as well as many of the general ideas of this style, are inspired by the city of Nos Astra from Mass Effect 2.

Most non-functional buildings should be tall and thin. While parts of them will always be rectangular, try to incorporate curves or round edges into everything. Large, flat walls are boring to look at, and should be broken up by either some structure or at least a different blocktype. Make sure to use at least as much glass as concrete/terracotta, making the buildings look transparent and layered in front of each other.

Ground Level

Main roads should look like this:

NARoads.png

Roads are seven blocks of cyan terracotta across. The middle column is alternating between two blocks of cyan terracotta and two redstone lamps. This is enough to keep any mobs from spawning on the roads.

The sidewalks are three blocks across each, with stone slabs in the middle and stone brick stairs facing outwards. The entire road design is mob-proof.

This style of road should only be used sparingly, smaller roads of three cyan terracotta blocks across should branch off and connect most buildings instead, especially in any kind of industrial area.

In non-industrial areas, grass and flowers should be used to fill in the space between buildings and roads. This should always look cultivated rather than natural. Industrial roads should have little to no such vegetation and instead be tightly packed with buildings and infrastructure.

Higher levels

SECTION PLACEHOLDER