I know you have a story to tell and it appears you're going for a very cinematic experience with the description of your areas, but you're going to have to make a sacrifice somewhere. I dread to think the amount of work that will go into The Castle (Climax) as I am currently building one myself. I'm basing my whole mod in my castle because it would be ludricous to spend this much time building levels that the PC will whizz through - so my solution is to pack a lot (of story) into a smaller space. Can't you focus your story in one area with an interior/exterior aspect? The level editing is the 'easy' part, bringing that level to life is far harder and I fear you're spreading yourself far, far too thinly.
The Castle should be no more than 7 areas, so that will be a major place for the game. (5/10 is a lot) With the way you put this, I'm not sure about lowering the areas, but now I'm going to up the quality of the rest of the content...
Edit: Now that I think of it, I may be able to re-use some of these areas (especially the castle) for a smaller module. Certainly would justify my high expectations...

do you think you could give more details? For example, level sizes, scope, a drawing of what you have in mind etc, etc.
Point taken. I have a good idea of major content for each area, so I'll get some sizes and such up soon.
*Prelude*
- Major road, overrun by darkspawn. The remnants of battle litter the roadside. The darkspawn have built a makeshift fort from ruined wagons and carts. (Small, only seen once. Darkspawn can't be seen from the start point, but the wagons can.)
*General*
- Minor Town. Chantry and houses, rural area. Large marketplace: this town relies on trade for many things that don't have to do with farming (and they need iron for smithing.) (Medium sized town, place the player comes to for supplies and info. No major events, but seen a lot.)
*Mountains*
- A small cavern, home to several dragonlings and drakes. A dragon nest in the largest chamber, and smaller chambers house individuals.
*Tainted Village*
- A small rural village that was sacked and ruined by the darkspawn. These darkspawn aren't expecting trouble, and have left some of the humans alive in the chantry. No fortifications, but a small darkspawn camp. Remnants of battle.
*Deep Roads*
An ancient thaig, hidden deep under a castle on the surface. The darkspawn have all but sealed off the thaig, and the place is built into a fortress of darkspawn. The bastion of the darkspawn, where the player fights the darkspawn in the climax. A large chamber in the center has a similar setup to the temple in DAO were the Joining took place.
*The Castle (Climax)*
- The Keep, the final two missions start here.
- Armory, small place to resupply.
- Walls, major battle vs. Darkspawn.
- Exterior courtyard just within the gates. Major battle in the courtyard.
- Dungeons beneath the castle. Surprise attack. Entrance to the Deep roads.
Admittedly, if I was to help, my module would come first. Do you have an ETA on a release date for your module?
I'll get back to that in my next post.
Edit: Rescaling module. This is only my first project, so I cut half of the areas. See the rest of the post (above) to see final areas.
Modifié par jackkel dragon, 22 décembre 2009 - 05:14 .