Hey,
I've been assigned to landscape red mountain. Since the whole area was redone to fit the lore better (it was said to be the highest region of tamriel before it's second eruption before the oblivion-crisis) there is alot of work to do.
Keep in mind that there are no meshes for ash storms yet and no fitting weather is available. So if these areas make it into the final game the lighting will be completely different. Though this could be like what red mountain looks like after the main quest, with all ash storms being gone.
My plan is to build down from the top, beginning with the main dwemer castle. Being the main venue of the last battle between chimer, nords and dwemer ages ago I always missed to see some defence structures or any epic stuff in general back in TES3. Just another basic ruin was awaiting me, with the exact same structures like everywhere else. I want to change that.
Update 09.12.2015
I'm back with some new screens:
First of all I have a concept of another dwemer ruin: Bthanchend. It's gonna be a underground vault with alot of hidden treasures inside, without the knowledge of how to get in almost impossible to access. What could be better for that purpose than a location inside a crevasse? (lava isent done yet so these models purpose is just to give an idea of how it might look like in the end)

Old Version
textYassu Mine

Mauser Caverns

Salvel Tomb
Foyada Mamaeda, the dried lava stream that Ghostgate was build on. After the second erruption of the mountain it took alot of dwemer stuff down with it, some rubble still can be seen nowadays.

And finally some impressions of the main part of the mountain, small walkways, splintery rocks, lava caves and ash, ash and more ash.


Endusal concept
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Dagoth Ur, Citadel
Some first screens (taken in CK):

This is my idea for the main crater. Taking over some structures from the original build, with a completely new entrance the player would have to make his way through the ruins at the side to reach Mr. Ur. Alot of 6th house banners/insignia can be found along the path. Destruction from the eruption can be seen everywhere, the entrance to the inner crater is actually a hole where the outer mountain shell was torn apart.
I plan to structure the inner crater as the main city/energy plant, with most exterior buildings, while the outer area helds most of the the defensive stuff, like weapons walls etc. build to once fight off any invaders.
Tureynulal

Cooled lava covers many areas, such as what's left of kagrenacs library. I would love to have some active streams though, flowing through the bridge as in this image I used for inspiration: http://fc02.deviantart.net/fs71/i/2013/068/6/6/morrowind_s_red_year_by_jedi_art_trick-d5xcrol.jpg
Ordosal
Preview of Odrosal, dwemer training academy:



Anyways, that's it for now. Feel free to criticize.





Really like the direction you
Really like the direction you're proposing. Don't be afraid to make Dagoth Ur into a bit of defensive hell-hole to get inside. This will be where the last battle takes place and we can really make it a struggle for the nerevarine with some well placed NPCs and defensive traps (triggered lava flows using the same triggers as used in the sunken dwemer ruins in Dragonborn+damage effect reverse engineered from apocrypha's water, old war on the first council ballistas (dwemer ballistas), etc. whatever we have to make it interesting). I know SoM already has some retextured waterfalls done lava style (no damage though as of yet) which we may be able to get if we ask...