Well I started to replace the Morrowind caves with tilesets from some modified Skyrim sets. Initially my plan was to replaces the tileset and get people to add clutter around these in the hope that it would be enough to satisfy ourselves and gamers, however...
I was systematically doing each cave alphabetically and got through A, B, C and by the time I got to D, 40 caves later to be exact, I was about to blow my brains out with the repetitive nature of them. Admittedly I was doing it in a very drone like manner with one to one model replacement with no real thought on design.
Lots of straight tunnels that bend at 90 degrees, with 24 different set shape rooms. It doesn't take long before a gamer is pretty much staring at the same thing, cave after cave. There are 200 caves in all! Lets just say they are a major feature of Morrowind and a huge impact on the Skywind experience.
When I first started on caves, we had no custom environmental assets. Thanks to Ravanna and friends we have Bitter Coast, Sheogorad and West Gash regional assets already.
The grand plan is that all of the existing tilesets will be replaced with regional cave assets that are clustered together via the Creation Kit to get templates for hallways and rooms/caverns. The existing tilesets only act as a guide and will be deleted once replacement is done.
I've done some very quick proof of concepts for Bitter Coast, Sheogorad and West Gash. My initial conclusions is that with maybe a few customizations of existing rock assets we will make regional templates for caves in the creation kit, rather than trying to design whole tilesets in 3d programs. The reason is mainly due to 3d modeler specialists being able to spare the time, but also there is a good case for being able to create more variety in the long run.
Don't get me wrong there is still a desire to have 3d modelers helping with coming up with easier templates, but I'm not expecting too much of peoples time, as a lot the ground work has already been done.
So we are not aiming to make tilesets in the traditional manner. Rather with some basic assets we can make them in the creation kit and copy and paste as necessary to get quicker results. This will allow for much more variety and flexibility as well as putting the time on Creation Kit users rather than modelers, where we will be able to get more peoples time.
I'll pretty much be exclusively be working on caves until they are done. With 200 caves and I suspect I'll be doing a great number of them. It will definitely take me to the conclusion of rest of Skywind world building.
I think for me personally it will be really nice and keep me focused to stay on one thing. Although I was really keen to work on exterior world building, I feel like caves needs a champion, somebody to exclusively organize, direct and do creation kit building. Plus caves are super fun, so I'm all in.
The good thing about having somebody exclusively working on caves is that holistic planning and directions will really help. And I've been thinking about this really hard for a couple of weeks now and I've got some very solid ideas.
West Gash; so the idea is to turn the caves into open world deep ravines. I've done a proof of concept with the cave "Milk" and I'll declare it a success on my behalf. The cool thing about this is that not only do we make the "cave" systems more interesting but it also gives the exterior world more points of interest, as well as landscaping by proxy. Cave areas are relatively small by exterior world comparison, so it doesn't cover a lot of land area.
I've marked the locations on the exterior worlds where these will be with black rectangles.
The layouts will basically be the same, its just that they are open topped. Arches are used when cover seems approprate and there will still be closed caves to keep exploration different and interesting. Lets say about two thirds of each system will be split between ravine and cave.
Milk now as a ravine

Exploring

Bitter Coast; using the squarer shaped terraced rocks. So caves will have a stepped square shape in general.
I think if we create some rectangle blocks (3d modelers) then we can create the necessary hallways and rooms in the creation kit. Think lego. This method can also be used for the flooring (steps), so gives massive flexibility to slopes.
These screenshots are proof of concepts, don't take them as what will actually be used, as I whipped them up in like 10 minutes.

Sheogorad; I used the slate arch asset to show how basically just using one asset can achieve a slate look for hallways.
I think if we create some different shaped slates (individual) then again we can construct rooms, but probably needs more thought. The flooring will be stepped slates as well, so same as Bitter Coast method, gives unlimited scope for slopes.


There is a good article on level design by Bethesda, that touches on the faults of Oblivion caves http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
The essence of it is that basically human (actually all animals) are very good at picking up on repeating patterns. At the moment Morrowind is even worse.
The challenge for game designers is making sure the gamers feel like they have not seen something before. Oblivion failed to do this and it breaks immersion.
Bethesda really stepped up their game for Skyrim, they went into overkill with the cave model resources. Over a thousand basically, compared to around 130 for Morrowind. You can tell by the number of models simply not used in Skyrim or with only one or two references that they wanted to make sure level designers had all the tools they need to achieve non- repetitive design.
I then proceeded to check all the cave related systems in Skyrim and it confirmed that a lot of time and thought needs to go into each one to achieve a level of interest, realism and uniqueness that can only be done by human, manual placement of assets. The tilesets are only a small part of the design, where as in Morrowind they were the entire system of creating the caves.
Now it might be a little unfair to compare what we are doing, given that there were probably at least one full time modeler and several cave designers for the entire duration of Skyrim development. Say 3 full time employees over 6 years for caves alone.
However we do set high standards for ourselves, and I feel like I have a great strategy for them without needing too much valuable modeler time.
I'll leave it there, I'll explain ideas more when I have further interest in cave development. I'll just keep beavering away (try to imagine a grumpy mole).

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love the idea for the ravines
love the idea for the ravines but oh lawd the immersion! What does it look like with less gaps?