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[REQ] Ye olde "town+dungeon" adventure...


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#1
Lucas78

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 Hey there,

Well, not really a "request", more of a suggestion :)

Regarding the creation of adventures, beside building complex ones, spanning lots of outdoor areas, dialogues with a lot of C&C (choices & consequences), it would be cool (and maybe simpler for those who are just starting out) to see an "old style" D&D module: you know, those "recommended for level 1-3 back in the day :)

What I mean is:

- A small town where you learn about the nearby dungeon terrorizing the locals (include a few houses, a Inn, a blacksmith and maybe a herbalist shop. Oh, and the Town Hall/small castle, of course).

- A "forest" area leading to the dungeon itself

- A multi level dungeon, where maybe you learn of a bigger threat, with the inclusion of notes, diaries by other adventures who came before you and whatever you can think of.

Yes, it's cliche, not really original, but it's also intended: tactical combat will be the focus of the adventure, much like Black Isle did with the Icewind Dale series. 

Now of course it would be even funnier with a co-op mode, but that's another story :)

#2
bboyser8

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I'd like to do something like that, but my biggest problem is that I'm absolutely horrible at making outdoor areas. The terrain in particular just requires too much aqttention to detail for me to get right. So instead, I've been working on a sort of cliche "wake up as a prisoner where everything's gone wrong and you have to fight your way out" mod.

#3
foxwood1084

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I'm thinking that most of the mods are do are going to be simple, single location adventures, with ideas aped from the many D&D starting quests that are out there.

#4
Lucas78

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bboyser8 wrote...

I'd like to do something like that, but my biggest problem is that I'm absolutely horrible at making outdoor areas. The terrain in particular just requires too much aqttention to detail for me to get right. So instead, I've been working on a sort of cliche "wake up as a prisoner where everything's gone wrong and you have to fight your way out" mod.


Regarding the outdoor areas, you could just create some sort of VERY small village to begin with: maybe just a little "plaza" where all the most important shops are, with the town hall as well, and maybe a couple of streets leading to it, just to experiment :)

#5
thebuggiman

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i would like to help you if you´re planing on having a outdoor area i have now tried the DAO toolset yet, but i have experience with the NWN2 toolset and alot more, (more info on my profile:P)

i´m not the best at modding but i love it and i want to be better :P

Modifié par thebuggiman, 09 novembre 2009 - 05:12 .


#6
Ticladesign

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You can try to just import existing levels into your module - it's what i've done with my mini module (3 areas) to test things out.

#7
CalmProto

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To see how a small exterior is done, import the encounter area, and/or the camp area for good examples of just how much detail you really need.

#8
BryanDerksen

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Since the toolset is so big and complex it's unlikely that any one person is going to be able to master all parts of it (I sure haven't, as evidenced by some of the rough patches in the initial wiki documentation). One of the purposes of the social site's "group" feature is to try to help modders with different areas of expertise to collaborate. Perhaps you could find someone who's good at level art to help out with your outdoor areas.



Alternately, use Lothering's layout for now. You can swap in a different village layout later if something better comes along from the modding community. :)

#9
Toom316

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Lucas78 wrote...

 Hey there,

Well, not really a "request", more of a suggestion :)

Regarding the creation of adventures, beside building complex ones, spanning lots of outdoor areas, dialogues with a lot of C&C (choices & consequences), it would be cool (and maybe simpler for those who are just starting out) to see an "old style" D&D module: you know, those "recommended for level 1-3 back in the day :)

What I mean is:

- A small town where you learn about the nearby dungeon terrorizing the locals (include a few houses, a Inn, a blacksmith and maybe a herbalist shop. Oh, and the Town Hall/small castle, of course).

- A "forest" area leading to the dungeon itself

- A multi level dungeon, where maybe you learn of a bigger threat, with the inclusion of notes, diaries by other adventures who came before you and whatever you can think of.

Yes, it's cliche, not really original, but it's also intended: tactical combat will be the focus of the adventure, much like Black Isle did with the Icewind Dale series. 

Now of course it would be even funnier with a co-op mode, but that's another story :)


Not a bad idea for an addin.  It's very similar to what we are working on for our first addition to the OC. Though the entire area scales based on character level so you can visit the area at any time.

It's a very story focused area that involves a Dalish Clan that fled from the main lands a long time ago.  For the most part they have remained isolated from outside contact. When you arrive you find the place in abit of disarray as several key members of the clan have vanished. Since you are the first outsiders in a very long time you are pinned with the kidnapping.

Thats the short version of whats going on. But the story is a lot more in-depth and has a lot of intro cut-scenes to bring you up to speed.

You will be able to plug it into any OC you have going (pending you can still access the Player Camp area on the map). All you will need to do is goto  the Player Camp and talk to the spawned NPC there. After some haggleing with the NPC you gain a treasure map. Using the treasure map will teleport you to the island where your quest begins. 

We have figured its going to add about 2-4 hours onto the game if you play through the entire quest series and do the mini side quests also.

The plan is to have full VO support included with it since I have access to a talented group of Radio DJ's that love to lend there voices to anything they can.

#10
thebuggiman

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say if you need any help with, sound, music, script, area or voice acting i would gladly help you =)

#11
bboyser8

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BryanDerksen wrote...

Since the toolset is so big and complex it's unlikely that any one person is going to be able to master all parts of it (I sure haven't, as evidenced by some of the rough patches in the initial wiki documentation). One of the purposes of the social site's "group" feature is to try to help modders with different areas of expertise to collaborate. Perhaps you could find someone who's good at level art to help out with your outdoor areas.

Alternately, use Lothering's layout for now. You can swap in a different village layout later if something better comes along from the modding community. :)

That's an excellent idea, actually. Lothering basically has that whole "small town" look to it that this type of mod needs. I think cannibalizing areas from the main campaign might work the best for outdoor areas since (in my experience anyways) outdoor areas require much, much more work than interiors.

#12
filkertom

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I'm not sure. Lothering would do, but Redcliffe (sans castle) is even better -- it really does feel small, rustic, and off-the-beaten-path.



Must... play... further....