PaxLair as seen from the "air" prior to people moving in - Pre-alpha Release 17 Also see: PaxLair PoT Roll-out Plan for R17 - events, news, housing, open to communities Release 17 housing allocation plan Original Post: Hail everyone, Many of you probably saw Starr Long's Q2 2015 Schedule Update which included the following: RELEASE 17, April 30, 2015: Player Owned Town Test: We hope to have our first example of a Player Owned Town in the game with the PaxLair Metropolis. I had the wonderful opportunity to visit Portalarium today (March 30, 2015) to show them details for the PaxLair metropolis design. I will certainly share with you what I experience and how the design and test are going along the way. I am able to discuss this in the PoT public forum here. Remember, I don't work for Portalarium - I am just a backer and a PoT owner. So what I say are my observations and experiences about what goes on. The goal is to have PaxLair in place in Novia at the start of Release 17. In fact, the PaxLair scene is intended to become a completely re-usable template (in total or parts) for other owners to consider using for their PoTs. It may even be used for some Player Run Town scenes. It may be used for Holdfast to Metropolis sized PoTs. Stemming from this test should also be the design of the PoT questionnaire to gather necessary design information efficiently and accurately from all PoT owners. I will show you the PaxLair scene design from start to current finish and how we are requesting lot positions, NPC buildings, NPC scripts, geography, and connection to four other scenes. We started with an MS Paint concept drawing last year and now have a fairly refined map within a 1 square km landscape. We already adapted our PaxLair design today after I gained a more detailed perspective and appreciation about how the designers' must do their work. I can see that scene design is not simple work and with 100+ PoTs to create, the process must be efficient. I will add my images, spreadsheets, and notes to this thread very soon (a day or two) so you can see our approach. You will be seeing a "test in progress" so things may and will likely change before final production. As PaxLair goes through this, your ideas are crucial to help all of us get the most out of our Player Owned Towns' designs and desires. I also plan to have some IRC sessions too, perhaps Wednesday night and Thursday morning (Central US Time) like we did during our Helping With Ideas For Player Owned Town Templates discussions. I'm really excited about the way PoT designs can go and what we can all achieve. Thanks for your patience and interest. /Original Post FINAL PAXLAIR TEMPLATE AND LOT LAYOUT SUBMISSION UPDATE: I will keep the Latest Version of the PaxLair template and scene design here. We are not done changing it, and may have two versions: R17 test version to work with community testing, and Episode 1 version for PaxLair. (these will just differ in how the City Lots are sub-divided / combined to make other lots). PaxLair TemplateRed City Lots can be subdivided or combinedYellow/grey lots are options to be used for water lots Final Version as of April 28, 2015 RED lots are City Lots (flat spaces) for the PoT Owner to subdivide or combine into final lots.YELLOW/GRAY lots are water lots, that can be chosen or not chosen. April 16 -- added more city lots on right side for template - making Forest Alley. Lots on Central Lane and Alleyway moved around a little. Made some "blocks" closer together to form alleyways, added Fishers Pass, expanded Stonehill mountain area on top, added path to reach "front" of the castle from Main Street as the front entrance will be towards the cliff overlooking the town. Map is not rotated yet, but will be 90 degrees clockwise, Sunset Rock will be on the East Side, and Stonehill will be on the West Side. April 22 -- moved row lots around in Stonehill and in the Market to make it better and denser. April 28 -- moved a few lots to unblock the view from the castle. On April 24, Portalarium revealed the PaxLair Scene for Release 14.