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Request: Level Files for Wardens of Nevarra


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#1
jackkel dragon

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http://social.biowar...m/project/1294/

I have begun storyboarding (of a sort) for my new campaign, Wardens of Nevarra. I can do just about anything with th toolset, given time, but I thought there might be some kind soul who would sacrifice a few days to build some levels for the major areas of my module.

Any help would be greatly appreciated.

Edit: Set up more realistic timeline.

EDIT 2: Look below for the new list of areas.

Modifié par jackkel dragon, 14 décembre 2009 - 11:31 .


#2
Driggan

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Just so you know, you're not talking about a couple hours of work, but more like several days. Level creation is majorly difficult.

#3
FalloutBoy

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I'm not the best level designer, but I'm not the worst either. And it would take me a month to make all those areas, unless I did them poorly.

EDIT: I'm not volunteering. Just giving you an idea of what you are asking for.

Modifié par FalloutBoy, 14 décembre 2009 - 07:29 .


#4
jackkel dragon

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Edited first post with more realistic timeline. I tried the level editor before starting anything like this, and I figured out most of it, but to make anything meaningful would take me 2-3 days on a medium-sized area. (The end product would be low par.)



If anyone is interested, I'm only looking to get about one area/region done at a time. (So you only need to "commit" to 2-3 areas, usually an exterior and some interiors.)



I'll be more specific and realistic in my revision. If anyone wants to help, post here. I'll have the area list up soon.

#5
jackkel dragon

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Edit: *snip*

Modifié par jackkel dragon, 22 décembre 2009 - 05:17 .


#6
jackkel dragon

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Anyone willing to at least make the Prelude area? My computer hates the level editor. It won't let me use a placeholder area because I can't render lightmaps... I'm stuck with the OC areas for now.



Unless I can get the level editor to work, I may have to rely on some kinds souls who have working editors.

#7
deadrockstar

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That's a lot of work you listed two posts above. For the outside areas especially, you'd be looking for one person who had nothing better to do for about a week.



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.

#8
Nwalya42

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I wouldn't mind helping out a bit - do you think you could give more details? For example, level sizes, scope, a drawing of what you have in mind etc, etc. My main issue with exterior levels is trying to make them look realistic - I don't want the PC seeing the edge of the map. I made a small Thaig level while learning the toolset, my current module has an outside road and the interior of a couple of shops.

Admittedly, if I was to help, my module would come first. Do you have an ETA on a release date for your module?

#9
jackkel dragon

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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... Posted Image



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 .


#10
jackkel dragon

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ETA: ...Well... The stuff I can do without my levels could take about a week if I worked hard on it. It's mostly just writing conversations and plots right now. After the levels? Another week. I hope to finish this project around the same time Mass Effect 2 comes out. (Jan 26, 2010) Because I'm not going to concentrate after that comes out... February is my goal, but I'll take as long as I need. I don't want to end up like KotOR 2: great game, no ending.

Edit: Cut half of my areas, I'm going to concentrate the story. I can pull off a lot more once I have experience and a level editor. ETA: still 1-2 weeks after levels are done.

Modifié par jackkel dragon, 22 décembre 2009 - 05:19 .