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Field note 07 / Correos Central /

Correos Central starts climbing the hill.

The town hall finally has neighbours. The staircase has a reason to keep going.

Blender capture of Correos Central with homes rising in terraces around the grand staircase
Correos Central's terraces in the main Blender island scene.

Correos Central was looking a bit too pleased with its own fountain.

I had the town hall, market and big staircase, but not much to convince me anybody actually lived there. It felt like a set built for a civic ceremony, then abandoned before the guests arrived.

I tried a few arrangements. The hard part wasn't adding houses; it was getting them to climb the hill without turning the town into neat rows of identical boxes.

Give the stairs some neighbours

The current Blender pass puts fourteen homes on five terraces beside the stairs. The fountain and market still have space, while the walk uphill now passes walls, doors and balconies. At the top, there's finally somewhere for that staircase to go.

It's the first layout that makes me want to wander up there instead of only look at it from above.

The harbour and eastern edge

Blender capture of the current harbour coastline and boat
The harbour coast and larger arrival boat in Blender.
Blender capture of an integrated east-side cliff variation
A different cliff shape along the eastern coast.

I also brought the larger harbour boat and a different eastern cliff shape into the same saved Blender island. Reopening the file afterwards was less glamorous than placing them, but I wanted to know the work was really there.

Not finished, but finally a town

The town still needs better stonework, plants and the little signs that people use a place. Some cliff edges need fixing too, and Rusty hasn't walked this version in the game.

Still, I can picture the delivery already: drive into the square, carry a parcel up all those steps, then discover the address is one terrace higher.

Bleak
More postcards from the trip