Help with creating a city using YATT
#1
Posté 10 octobre 2010 - 02:26
A few of us from the original Baldur's Gate:TSCC team have come together to build a new PW based on Waterdeep and Undermountain. This is going to be quite a massive undertaking with some very lofty goals.
Currently we are building the city of Waterdeep and someone mentioned to me that Indio of ALFA fame had once created the entire city of Waterdeep using the official maps from WotC and the YATT program. Unfortunately I haven't had any luck getting in touch with him and have almost exhausted all available channels. Is there anyone out there familiar with YATT that would like to help us in this endeavor? Any help or ideas would be greatly appreciated.
#2
Posté 10 octobre 2010 - 03:09
#3
Posté 10 octobre 2010 - 04:17
http://www.bundysoft...65da83851436ec3
#4
Posté 10 octobre 2010 - 05:54
Have you talked to ALFA, Skullport, or other servers about the possibility of building for their PWs? The complete city of Waterdeep would be fun to experience, but IMHO, the last thing Faerun PW players need is yet another Faerun PW.
Good luck!
Modifié par ç i p h é r, 10 octobre 2010 - 11:03 .
#5
Posté 11 octobre 2010 - 09:17
Modifié par jlf2n, 12 octobre 2010 - 01:06 .
#6
Posté 13 octobre 2010 - 05:03
#7
Posté 14 octobre 2010 - 05:36
Also, as a player, I don't really appreciate having to sift through dozens of useless locations to find something. Quality over quantity is the key with NWN2.
#8
Posté 14 octobre 2010 - 08:21
I cannot possibly imagine doing it with Area Transitions only and making a faithful reproduction of the entire city as being something that would 'add value' to any effort in creating the largest city in Faerun.
dno
#9
Posté 14 octobre 2010 - 08:37
dunniteowl wrote...
A World Map would work well, as would an Overland Map of Waterdeep, with key locations for areas and entries marked as icons on the map. You got to toodle around in the City of Splendors in isometric view -- whee!
I cannot possibly imagine doing it with Area Transitions only and making a faithful reproduction of the entire city as being something that would 'add value' to any effort in creating the largest city in Faerun.
dno
I agree, although being able to traverse the entire city would be impressive from a technical pespective. From a gaming perspective though, I think the Baldur's Gate world map approach seems like it would work better. Most of the city would probably be pretty uninteresting. It would be nice to have a few excursions to the surroundings as well.
#10
Posté 15 octobre 2010 - 01:03
I see no reason that a city the size of Waterdeep shouldn't provide hours and hours of relatively interesting inner city encounter systems (ICES, I like it.) And you also could have sewer travel and provide a secondary OM for that, whereby you travel Under the City and encounter ratmen, otyugh, whatever. It's all in a day's travels in the City of Splendors.
And yes, with a proper series of OMs, you could, concieveably travel in, under and all around Waterdeep and there is, of course, Skullport under Waterdeep as well as Haluaster's Undermountain mazes. A travel itinerary and a "Star Map" for tourists should be required for any new adventurer into Waterdeep. Maybe there should be a Gift Shop or Tourist Information kiosk at every entrance to Waterdeep? Man I gotta start selling franchises before someone else muscles in on my business!
dno
#11
Posté 15 octobre 2010 - 02:50
dunniteowl wrote...
This is why I suggest the use of the Overland Map as well. Think about it. Now you can have gangs roaming the streets, the Waterdhavian Watch, thugs and muggers, helpless shopkeepers, blah, blah bla-bla blah and use them as Random Encounters on the map. Now you can create six or seven City Scape Environments: Slums, Docks, Merchants Row, Nobles, Cemetary, Fine Housing, Warehouses, etc. And use those as appropriate in your random encounters.
dno
That's a good idea. For a city the size of Waterdeep, it would make for an interesting and unique approach. Plus it would be highly extensible for the modders. Does the overland map support day/night cycles for encounters? (I haven't played SoZ yet, alas.
#12
Posté 15 octobre 2010 - 03:11
#13
Posté 19 octobre 2010 - 07:39
cipher, did you ever download the mod and store it somewhere (I'm assuming you're the cipher I know. If not, my apologies)? All of my backups have gone. If you do have it I'd love a copy, and have explained to ALFA through Hialmar already that jlf2n is welcome to it.
Here is a description of the mod:
filename: wd_001_nov (or somesuch)
18 or 24 areas, each 24x24
All areas were auto-linked using YATT
I used the WotC WD map to create a base texture in YATT that enabled me to place buildings and features as per cannon.
I had placed all buildings, converted 95% of them to enviro and then cut the mesh around each one (this was by far the hardest part of the project).
Anyway, whilst there remained a lot of decorating to do, the module, if I do say so myself, was probably some of my best work and was certainly a strong foundation for extending.
So if you do have it ciph, could you upload it and send me the link please? And jlf2n, please check your inbox.
Modifié par indio, 19 octobre 2010 - 08:10 .
#14
Posté 19 octobre 2010 - 07:42
And just for the record, I did indeed build WD for ALFA. All of my building was done for ALFA, including Skullport. I wish I still had screens and backups...cursed negligence!jlf2n wrote...
Thanks for the replies. And sorry, I didn't mean to imply Indio built them for ALFA. Just that he had once done something like this with YATT. On Skullport, I pm'ed Laurna on the possibility of absorbing her world into ours. I know that she had inquired about someone taking over for her. I haven't heard back from her yet so I can't say for certain what will happen there.
#15
Posté 20 octobre 2010 - 02:42
I'll take a look and see what I still have. I'm pretty sure I just walked away when I retired, so whatever I still have would likely have been whatever I was working with/on at the time. Nonetheless, for you I'm happy to investigate.
#16
Posté 20 octobre 2010 - 07:04
As I said to him in my PM, it is the sole surviving copy. It represents literally hundreds of hours of work. When I walked away from NWN I never thought I'd have need of it again, and so didn't stress when my hard drive backup failed.
I am in your debt, cipher.
#17
Posté 20 octobre 2010 - 08:06
#18
Posté 21 octobre 2010 - 05:47
On the city and it's size, I never meant to imply the PW would contain the entire city, area for area. It's only going to hit the interesting spots. So maybe 7 or so city areas when all is said and done? But still if Indio has them already built I would rather not have to recreate them from scratch.
As for the PW itself we feel that Waterdeep and especially Undermountain provide an excellent location for a PW considering its rich history and detail. There are a ton of opportunities that would make for a really fun PW. Undermountain is really going to be a focal point with as much or it being recreated as possible. It will be filled with monsters, traps and party puzzles throughout.
Modifié par jlf2n, 21 octobre 2010 - 05:52 .
#19
Posté 21 octobre 2010 - 08:07





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