Post by Razorwing on Jul 13, 2007 3:04:21 GMT 1
-=DOWNLOAD=- (356mb)
Server #1 (Courtesy of: Rodan)
Server #2 (Courtesy of: bigupload.com)
Having trouble downloading large files?
Download the release split into 90mb chunks: Part 1 | Part 2 | Part 3 | Part 4
Instructions for the split release: Download all four parts. Start the 7-Zip program and browse to the folder where you saved them. Select all four parts in the program's folder view window, then click the Unpack buttom. Extract the contents to your Bethesda Softworks\Oblivion folder.
-=MEDIA=-
Videos
1. A gameplay video showing Silgrad Tower's new moldcave tileset.
2. The village of Ebbedin is now accessible in-game.
3. The Bridge in Steadhelm (other video)
4. The Hlaalu interior tileset is one of the larger modelling jobs completed after the release of Silgrad Tower 2.0.
5. Barabus crypt set was ported and enhanced by the ST team.
-=WHAT'S NEW IN V2.5 ?=-
The missing land bug is solved!
Sandor has fixed the bug that causes the ground in Silgrad Tower to disappear, which has plagued countless players in the past. The fix also means that our mod is now independant of load order, so you won't have to do technical work to play Silgrad Tower together with other esm's.
In the words of sandor:
Normally the LOD gets an ID that starts with the modindex of the esm, the Silgrad Tower esm was always in modindex 01. If you change the load order, the LOD doesn't work anymore. The TES4 Gecko team implemented a feature that allows us to move the LOD to mod index 00 which makes the LOD load order independent.
Very recently we discovered that the missing land (when the esm is in modindex 02 or higher) is caused by VWD objects. TES4Gecko allows us to split the esm into a esm/esp pair where the esp contains the vwd references (newest feature). We're the second or third mod that is using this new technique. The ST esm is now load order independent for both the LOD and land!
Ebbedin
Ebbedin, a settlement from our TES3 mod is now on the landmass. Ebbedin is a small Redoran Fishing village on the island at the entrance to the Ashunor River. It is not the sort of place you'd like to be - most people living here (the majority of whom are fishermen) are very poor and on the brink of starvation. Lliyd Varis is the Hetman (mayor) of Ebbedin, he lives in the largest house, though he isn't too rich either.
Architecturally the village is a blend between Redoran (think Ald'ruhn) and Dunmer Shack (think the poor part of Seyda Neen) styles. The Dunmer Shack architecture, created by our teammember SACarrow, is not only exclusive to the Silgrad Tower mod but Ebbedin may also be the only example of it in our mod, so the unique visuals alone makes it a given destination for players of our mod. The unique visuals of the village is further strengthened by several cases of retextures of our more common models.
As far as development goes, Ebbedin is still a work in progress - though hopefully that won't be the case for much longer. There are still a few open claims on the Ebbedin Claims board.
-> To get there quickly, open the console and type coc EbbedinTownExterior01.
Screenshots: #1 #2 #3 #4 #5 #6
Ald Nium
The second new village is Ald Nium, which in the Dunmer language means Elder Town. It is a small farming village East of Reich Parkeep, whose farmers grow crops for the hungry people in the Soluthis region. Most of this Dunmer village is very closed to the outside world; many dislike outlanders (people not of Morrowind origin). Yet the hetman (mayor) is much more open to outsiders, and he tries his best to get his people to accept the ways of the Empire.
The idea is that there will be farms surrounding the village later on. Right now, there are a number of villagers but only a few farming fields. The farmers harvest Ash Yam, Roweed, Kreshweed, and Scrib Cabbage for edibles. They grow a little bit of corkbulb for making other stuff, like furniture and baskets.
Like Ebbedin, Ald Nium is a Work in Progress. There is no dialogue or AI for the characters of Ald Nium in this release, so you won’t get to interact with them like with most NPCs. But it might be interesting to see what’s down the road for the next release.
-> To get there quickly, open the console and type coc AldNiumStExterior01.
Screenshots: #1 #2 #3
Now you can enter Hlaalu homes
The Hlaalu interior tileset was the first large modelling job Razorwing created after the release of Silgrad Tower v2.0. It was a job of the utmost importance to our mod since our capital of the same name as our mod is built in Hlaalu architecture. The capital, administrated by core member sandor, will be a sprawling city comprised of around 170 interiors. We've had the exterior models since forever because an old teammember of ours, Oom Foyat, created an exterior tileset in Morrowind format back before Oblivion's release. While creating the tileset I (Razorwing) tried to remain true to the Hlaalu style but at the same time make it more elaborate. This is especially evident in the ornate wood details seen on the ceilings. The tileset is also somewhat more flexible than it's TES3 counterpart, due to the extreme flexibility of the exterior tileset. The tileset couldn't have been done without the aid of talented texture artists (among others Stilgar, Quentin Fortune, and the folks behind Morrowind Visual Pack / Vibrant Morrowind).
-> To get there quickly, open the console and type coc SilgradCity0203.
Screenshots: #1 #2 #3 #4 #5 #6 #7
Totally new cave system
After completing the Hlaalu set Razorwing started working on a totally new cave system for the Silgrad Tower mod -- namely, an homage to moldcaves. If you're unfamiliar with the term, "moldcaves" are what Bethesda called their rocky caves in The Elder Scrolls III: Morrowind. Players of that game likely explored countless caves like those, and players will eventually be able to explore countless caves like these in the Silgrad Tower mod. Right now only one has been made, the progenitor of moldcaves which acts both as a fun adventure for players and as a practical example for other modders on our team as they start to create subsequent caves. Over 250 new models were created as part of this job, whose development was chronicled in a thread on our Visual Development board. At the heart of the set is the tunnel and small room building blocks, which actually go above and beyond what TES3 offered in terms of variety. The large room building blocks are completely modular, enabling modders on the Silgrad Tower team to assemble rooms of any height - even to the extent of varying the room height within the same room. It's even possible to have tunnel entrances on the mid levels, and the extensive natural bridge tileset enables walkways at different levels. And to make all of it look natural and varied there are over sixty rocks, boulders, stalagmites and forms. Some of the boulders can be picked up and carried with you, to act as a stepping stone if you need to get up higher - or why not rolled down a slope to hurt something?
-> More information can be found in this news item on our website.
-> To get there quickly, open the console and type coc SoluthisLoc001.
Screenshots: #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12 #13 #14
Deepen Moor
Deepen Moor is a large bog in the center of our landmass, bordered by the Silgrad Tower region to the southwest, Deepen Meadows to the southeast, Ashunor Valley to the east, the Reich Parkeep region to the north and the Forgotten Forest to the west. (Much work remains to be done on the regions I mentioned.) The mighty river Ashunor flows in an upside-down U-turn around the bog. More often than not the fog clings thick to the ground of this eerie bog, obstructing your view. Because of the treacherous ground the bog is ardous to move around on, so (in time) it will become a popular haven for outlaws who've memorized safe passages.
In charge of this region is kingevil, a long-standing member of the Silgrad Tower team. A new Redoran fishing village is being constructed here, entitled Nekhostif Ouadar (which is Dunmeri meaning 'Near Water'). The villagers are lower-middle class, or in other words not quite as poor as the villagers up in Ebbedin, and generally happy with life. There's open modding claims in the village right now. If you're interested, please check out the Deepen Moor board on our forum for more info.
Like all our regions Deepen Moor is foliated with custom trees we created in SpeedTree. In this case the trees are shingle oaks, which have a suitably saggy and watersoaked look. If you're the kind of player that loves to harvest ingredients then you'll have another reason to pay a visit here since Deepen Moor has dibs on using Brillo's N'Dib flora. N'Dib itself was a very competent - but unreleased - Morrowind mod, featuring among other things several kinds of beautiful and interesting mushrooms which we ported to Oblivion format.
-> To get there quickly, open the console and type cow "SilgradTowerLand" 11,-7.
Screenshots: #1 #2 #3
Reich Parkeep / Soluthis
If you have bad memories of the city as it was in 2.0 then you might be glad to know that we completely reworked the exterior and interior models used in the public version of the mod. They look very much better now than they used to, and will hopefully not bother players too much. They'll never be on par with the private version of the models since that would defeat their purpose, but they don't look corrupted anymore.
One of the most noticeable change to the twin cities of Reich Parkeep and Soluthis in this release are two regions generated by sandor adjacant to the city. One is a desolate, rockfilled wasteland where you'll eventually get to explore caves, mines, tombs and other cool locations. At the moment there is one cave to explore, situated some cells north of Soluthis, but it's well worth a visit since you've never seen these kinds of caves before. We've divided the region into a number of claims, and hopefully the whole region will have been customized by "Silgrad Tower 3.0". If you want to check them out, head on over to our Landscape Claims board. The other region is a sunny, pleasant forest. We haven't yet come so far as to divide it into claims for modders to customize, but we'll open those claims shortly.
Dozens of new homes and other locations have been completed in Soluthis, in most parts thanks to the hard work of blackbird, Seniosh and Dave_91. Some of the most recent ones include Dovesi Naderelu's house (Soluthis1209) and Gindit Andrelo's House (Soluthis1210) by blackbird; Anassel's Hut (Soluthis1304) and Aengot's House (Soluthis1302) by Dave_91; Morag Tong Guildmaster's House (Soluthis0113) and Ravnel Tures's House (Soluthis0203) by Seniosh; and Ulvenes Talds' House (Soluthis1208) by kingevil. Also, you're now able to enter and explore the huge Temple building in the city which sandor modded (#1 #2 #3). There's a quest you can play there too.
The ground in and around the city looks much different than in 2.0. We switched out some of Qarl's textures in favor of others that we think look closer to the way the ground of Vvardenfell's West Gash region looked in the old game.
-> To get there quickly, open the console and type coc SoluthisCenter.
Screenshots: Soluthis on the horizon | Soluthis overview
Morag Tong in Silgrad Tower
The concept of having the Morag Tong in Silgrad Tower started off in a discussion on March 1st, although the idea didn't start to gain momentum until April 20th when Seniosh agreed to mod their base. Since that time Seniosh has completed the Morag Tong headquarters, which is located in Soluthis some distance west of the Temple. The plan is to have playable quests issued from the headquarters in Silgrad Tower v3.0. For more information on the on-going development of this faction, please visit its forum board.
-> To get there quickly, open the console and type coc Soluthis1105MTGuildhallLVL1.
Screenshots: armor (by VABG)
The glassmine near Silgrad
Silgrad's Glassmine is a large cave system situated near our capital, sprawling over five interior cells. Seniosh modded it from late January through the end of March. One of the coolest things about the location is that you can actually mine the glass, by equipping one of the mine's pickaxes and powerattacking a vein. There is also a very nice quest tied to the caves, but we don't want to spoil the fun by revealing too much of it - fire up our mod and check it out! =)
The job also engaged SACarrow and Razorwing on the modelling side of things, seeing as Oblivion lacked not only mine carts and rails like the ones we remember from TES3 but also rocks bearing glass ore. Given that Silgrad's glassmine is modded with Oblivion's cave system it gives an interesting mix of Oblivion models and our own Morrowind-inspired ones.
-> To get there quickly, open the console and type coc SilgradRegionGlassmines.
Screenshots: #1 #2 #3 #4
Steadhelm
Steadhelm, one of the three large cities in our mod, has been finished by now except for a handful of claims. Out of the latest modded places you'll now be able to acess one can mention a trading vessel named "The Mermaid" (SHC33) by blackbird, the sewers beneath the city (SHC48) and the tower near the bridge (SHC44) by Trankintor, and the city's chapel (SHC17) by kingevil. There is also a Witch Island here now.
As far as models go, one of the newer additions to the city is a custom-made bridge system, which can be seen in a video as well as in the screenshots below.
-> To get there quickly, open the console and type coc SteadhelmDocks.
Screenshots: #1 #2 #3 #4 #5 #6 #7 #8
Our own kind of Imperial buildings
The Common Imperial style is one of the most memorable architecture types of The Elder Scrolls III, and beloved by many players. All due respect to Dunmer architecture and culture, but whom among us don't remember with fondness the first time we saw the welcoming gates of Caldera on the horizon? Albeit the Silgrad Tower team hasn't prioritized creating these models, due to the fact that Oblivion is saturated with Imperial-style architecture, there's no denying that there's nothing quite like them in the game and until we create them we can't tap into their nostalgia potential.
So far there is one model created, the Common Imperial Tower, which Razorwing made in cooperation with SACarrow whom held the claim to create the remainder of the C.I. model collection. However due to health issues SACarrow had to relinquish his claim, so we're currently looking for a new modeller interested in working with us to create this style.
Screenshots: #1 #2 #3 #4
Additional media
Videos and screenshots compiled for the previous release (2.0) can be viewed in this thread.
Server #1 (Courtesy of: Rodan)
Server #2 (Courtesy of: bigupload.com)
Having trouble downloading large files?
Download the release split into 90mb chunks: Part 1 | Part 2 | Part 3 | Part 4
Instructions for the split release: Download all four parts. Start the 7-Zip program and browse to the folder where you saved them. Select all four parts in the program's folder view window, then click the Unpack buttom. Extract the contents to your Bethesda Softworks\Oblivion folder.
-=MEDIA=-
Videos
1. A gameplay video showing Silgrad Tower's new moldcave tileset.
2. The village of Ebbedin is now accessible in-game.
3. The Bridge in Steadhelm (other video)
4. The Hlaalu interior tileset is one of the larger modelling jobs completed after the release of Silgrad Tower 2.0.
5. Barabus crypt set was ported and enhanced by the ST team.
-=WHAT'S NEW IN V2.5 ?=-
The missing land bug is solved!
Sandor has fixed the bug that causes the ground in Silgrad Tower to disappear, which has plagued countless players in the past. The fix also means that our mod is now independant of load order, so you won't have to do technical work to play Silgrad Tower together with other esm's.
In the words of sandor:
Normally the LOD gets an ID that starts with the modindex of the esm, the Silgrad Tower esm was always in modindex 01. If you change the load order, the LOD doesn't work anymore. The TES4 Gecko team implemented a feature that allows us to move the LOD to mod index 00 which makes the LOD load order independent.
Very recently we discovered that the missing land (when the esm is in modindex 02 or higher) is caused by VWD objects. TES4Gecko allows us to split the esm into a esm/esp pair where the esp contains the vwd references (newest feature). We're the second or third mod that is using this new technique. The ST esm is now load order independent for both the LOD and land!
Ebbedin
Ebbedin, a settlement from our TES3 mod is now on the landmass. Ebbedin is a small Redoran Fishing village on the island at the entrance to the Ashunor River. It is not the sort of place you'd like to be - most people living here (the majority of whom are fishermen) are very poor and on the brink of starvation. Lliyd Varis is the Hetman (mayor) of Ebbedin, he lives in the largest house, though he isn't too rich either.
Architecturally the village is a blend between Redoran (think Ald'ruhn) and Dunmer Shack (think the poor part of Seyda Neen) styles. The Dunmer Shack architecture, created by our teammember SACarrow, is not only exclusive to the Silgrad Tower mod but Ebbedin may also be the only example of it in our mod, so the unique visuals alone makes it a given destination for players of our mod. The unique visuals of the village is further strengthened by several cases of retextures of our more common models.
As far as development goes, Ebbedin is still a work in progress - though hopefully that won't be the case for much longer. There are still a few open claims on the Ebbedin Claims board.
-> To get there quickly, open the console and type coc EbbedinTownExterior01.
Screenshots: #1 #2 #3 #4 #5 #6
Ald Nium
The second new village is Ald Nium, which in the Dunmer language means Elder Town. It is a small farming village East of Reich Parkeep, whose farmers grow crops for the hungry people in the Soluthis region. Most of this Dunmer village is very closed to the outside world; many dislike outlanders (people not of Morrowind origin). Yet the hetman (mayor) is much more open to outsiders, and he tries his best to get his people to accept the ways of the Empire.
The idea is that there will be farms surrounding the village later on. Right now, there are a number of villagers but only a few farming fields. The farmers harvest Ash Yam, Roweed, Kreshweed, and Scrib Cabbage for edibles. They grow a little bit of corkbulb for making other stuff, like furniture and baskets.
Like Ebbedin, Ald Nium is a Work in Progress. There is no dialogue or AI for the characters of Ald Nium in this release, so you won’t get to interact with them like with most NPCs. But it might be interesting to see what’s down the road for the next release.
-> To get there quickly, open the console and type coc AldNiumStExterior01.
Screenshots: #1 #2 #3
Now you can enter Hlaalu homes
The Hlaalu interior tileset was the first large modelling job Razorwing created after the release of Silgrad Tower v2.0. It was a job of the utmost importance to our mod since our capital of the same name as our mod is built in Hlaalu architecture. The capital, administrated by core member sandor, will be a sprawling city comprised of around 170 interiors. We've had the exterior models since forever because an old teammember of ours, Oom Foyat, created an exterior tileset in Morrowind format back before Oblivion's release. While creating the tileset I (Razorwing) tried to remain true to the Hlaalu style but at the same time make it more elaborate. This is especially evident in the ornate wood details seen on the ceilings. The tileset is also somewhat more flexible than it's TES3 counterpart, due to the extreme flexibility of the exterior tileset. The tileset couldn't have been done without the aid of talented texture artists (among others Stilgar, Quentin Fortune, and the folks behind Morrowind Visual Pack / Vibrant Morrowind).
-> To get there quickly, open the console and type coc SilgradCity0203.
Screenshots: #1 #2 #3 #4 #5 #6 #7
Totally new cave system
After completing the Hlaalu set Razorwing started working on a totally new cave system for the Silgrad Tower mod -- namely, an homage to moldcaves. If you're unfamiliar with the term, "moldcaves" are what Bethesda called their rocky caves in The Elder Scrolls III: Morrowind. Players of that game likely explored countless caves like those, and players will eventually be able to explore countless caves like these in the Silgrad Tower mod. Right now only one has been made, the progenitor of moldcaves which acts both as a fun adventure for players and as a practical example for other modders on our team as they start to create subsequent caves. Over 250 new models were created as part of this job, whose development was chronicled in a thread on our Visual Development board. At the heart of the set is the tunnel and small room building blocks, which actually go above and beyond what TES3 offered in terms of variety. The large room building blocks are completely modular, enabling modders on the Silgrad Tower team to assemble rooms of any height - even to the extent of varying the room height within the same room. It's even possible to have tunnel entrances on the mid levels, and the extensive natural bridge tileset enables walkways at different levels. And to make all of it look natural and varied there are over sixty rocks, boulders, stalagmites and forms. Some of the boulders can be picked up and carried with you, to act as a stepping stone if you need to get up higher - or why not rolled down a slope to hurt something?
-> More information can be found in this news item on our website.
-> To get there quickly, open the console and type coc SoluthisLoc001.
Screenshots: #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12 #13 #14
Deepen Moor
Deepen Moor is a large bog in the center of our landmass, bordered by the Silgrad Tower region to the southwest, Deepen Meadows to the southeast, Ashunor Valley to the east, the Reich Parkeep region to the north and the Forgotten Forest to the west. (Much work remains to be done on the regions I mentioned.) The mighty river Ashunor flows in an upside-down U-turn around the bog. More often than not the fog clings thick to the ground of this eerie bog, obstructing your view. Because of the treacherous ground the bog is ardous to move around on, so (in time) it will become a popular haven for outlaws who've memorized safe passages.
In charge of this region is kingevil, a long-standing member of the Silgrad Tower team. A new Redoran fishing village is being constructed here, entitled Nekhostif Ouadar (which is Dunmeri meaning 'Near Water'). The villagers are lower-middle class, or in other words not quite as poor as the villagers up in Ebbedin, and generally happy with life. There's open modding claims in the village right now. If you're interested, please check out the Deepen Moor board on our forum for more info.
Like all our regions Deepen Moor is foliated with custom trees we created in SpeedTree. In this case the trees are shingle oaks, which have a suitably saggy and watersoaked look. If you're the kind of player that loves to harvest ingredients then you'll have another reason to pay a visit here since Deepen Moor has dibs on using Brillo's N'Dib flora. N'Dib itself was a very competent - but unreleased - Morrowind mod, featuring among other things several kinds of beautiful and interesting mushrooms which we ported to Oblivion format.
-> To get there quickly, open the console and type cow "SilgradTowerLand" 11,-7.
Screenshots: #1 #2 #3
Reich Parkeep / Soluthis
If you have bad memories of the city as it was in 2.0 then you might be glad to know that we completely reworked the exterior and interior models used in the public version of the mod. They look very much better now than they used to, and will hopefully not bother players too much. They'll never be on par with the private version of the models since that would defeat their purpose, but they don't look corrupted anymore.
One of the most noticeable change to the twin cities of Reich Parkeep and Soluthis in this release are two regions generated by sandor adjacant to the city. One is a desolate, rockfilled wasteland where you'll eventually get to explore caves, mines, tombs and other cool locations. At the moment there is one cave to explore, situated some cells north of Soluthis, but it's well worth a visit since you've never seen these kinds of caves before. We've divided the region into a number of claims, and hopefully the whole region will have been customized by "Silgrad Tower 3.0". If you want to check them out, head on over to our Landscape Claims board. The other region is a sunny, pleasant forest. We haven't yet come so far as to divide it into claims for modders to customize, but we'll open those claims shortly.
Dozens of new homes and other locations have been completed in Soluthis, in most parts thanks to the hard work of blackbird, Seniosh and Dave_91. Some of the most recent ones include Dovesi Naderelu's house (Soluthis1209) and Gindit Andrelo's House (Soluthis1210) by blackbird; Anassel's Hut (Soluthis1304) and Aengot's House (Soluthis1302) by Dave_91; Morag Tong Guildmaster's House (Soluthis0113) and Ravnel Tures's House (Soluthis0203) by Seniosh; and Ulvenes Talds' House (Soluthis1208) by kingevil. Also, you're now able to enter and explore the huge Temple building in the city which sandor modded (#1 #2 #3). There's a quest you can play there too.
The ground in and around the city looks much different than in 2.0. We switched out some of Qarl's textures in favor of others that we think look closer to the way the ground of Vvardenfell's West Gash region looked in the old game.
-> To get there quickly, open the console and type coc SoluthisCenter.
Screenshots: Soluthis on the horizon | Soluthis overview
Morag Tong in Silgrad Tower
The concept of having the Morag Tong in Silgrad Tower started off in a discussion on March 1st, although the idea didn't start to gain momentum until April 20th when Seniosh agreed to mod their base. Since that time Seniosh has completed the Morag Tong headquarters, which is located in Soluthis some distance west of the Temple. The plan is to have playable quests issued from the headquarters in Silgrad Tower v3.0. For more information on the on-going development of this faction, please visit its forum board.
-> To get there quickly, open the console and type coc Soluthis1105MTGuildhallLVL1.
Screenshots: armor (by VABG)
The glassmine near Silgrad
Silgrad's Glassmine is a large cave system situated near our capital, sprawling over five interior cells. Seniosh modded it from late January through the end of March. One of the coolest things about the location is that you can actually mine the glass, by equipping one of the mine's pickaxes and powerattacking a vein. There is also a very nice quest tied to the caves, but we don't want to spoil the fun by revealing too much of it - fire up our mod and check it out! =)
The job also engaged SACarrow and Razorwing on the modelling side of things, seeing as Oblivion lacked not only mine carts and rails like the ones we remember from TES3 but also rocks bearing glass ore. Given that Silgrad's glassmine is modded with Oblivion's cave system it gives an interesting mix of Oblivion models and our own Morrowind-inspired ones.
-> To get there quickly, open the console and type coc SilgradRegionGlassmines.
Screenshots: #1 #2 #3 #4
Steadhelm
Steadhelm, one of the three large cities in our mod, has been finished by now except for a handful of claims. Out of the latest modded places you'll now be able to acess one can mention a trading vessel named "The Mermaid" (SHC33) by blackbird, the sewers beneath the city (SHC48) and the tower near the bridge (SHC44) by Trankintor, and the city's chapel (SHC17) by kingevil. There is also a Witch Island here now.
As far as models go, one of the newer additions to the city is a custom-made bridge system, which can be seen in a video as well as in the screenshots below.
-> To get there quickly, open the console and type coc SteadhelmDocks.
Screenshots: #1 #2 #3 #4 #5 #6 #7 #8
Our own kind of Imperial buildings
The Common Imperial style is one of the most memorable architecture types of The Elder Scrolls III, and beloved by many players. All due respect to Dunmer architecture and culture, but whom among us don't remember with fondness the first time we saw the welcoming gates of Caldera on the horizon? Albeit the Silgrad Tower team hasn't prioritized creating these models, due to the fact that Oblivion is saturated with Imperial-style architecture, there's no denying that there's nothing quite like them in the game and until we create them we can't tap into their nostalgia potential.
So far there is one model created, the Common Imperial Tower, which Razorwing made in cooperation with SACarrow whom held the claim to create the remainder of the C.I. model collection. However due to health issues SACarrow had to relinquish his claim, so we're currently looking for a new modeller interested in working with us to create this style.
Screenshots: #1 #2 #3 #4
Additional media
Videos and screenshots compiled for the previous release (2.0) can be viewed in this thread.