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Baldur's Gate Prefab Question


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#1
Tonden_Ockay

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Hi all

 

I was wanting to ask you all which should I build a Baldur's Gate Prefab module like

 

Map_Baldurs_Gate.jpg

 

( OR )

 

BaldursGate.JPG

 

The first one would be less area's and have more points of interest per area. On the other hand the second one would consist of a whole lot more areas but some would not have anything that important in them. Oh and I guess the second one would also be more precise I would think.

 

I'm new to building modules in NWN so I'm looking to your all to what would be best.

 

What would builders and players want?

 

What would work best?

 

Thanks for your time

Tonden Ockay



#2
kamal_

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Build what you want to build. Making a module based on what other people want is a quick path to making something uninspired.



#3
Shadooow

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I always loved the way how BG2 made big city. Few districts / important areas and a random encounters between them. Wouldnt even need a world map to implement.



#4
Tonden_Ockay

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I was thinking the smaller one as well. It won't be the true PnP Baldur's Gate, but most of the area's will have something of meaning in them. Which I feel is better then a bunch of pointless areas.

 

Thanks

Tonden Ockay



#5
Berliad

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Just wanted to point out that the fairly-recently released Murder in Baldur's Gate PnP adventure has yet another map of the city.  A smallish, though zoomable version is here:

http://www.coroflot....asy-cartography

 

Note the large area between the city's eastern gate (the Basilisk Gate) and the bridge over the Chionthar river.  That stretch was basically all slums (the "outer" city), and featured a neat area called Little Calimshan.  

 

The adventure itself was kind of iffy (I did try running it), but the setting guide that came it for Baldur's Gate is top-notch.  It could be a fantastic resource if someone wanted to build a nwn1 or nwn2 module there.

 

Anyway, as kamal said, build what you think is going to be fun for you!  And have fun!



#6
Verilazic

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Every time I have tried to build a city "to scale", like the larger of the two pictures you posted, I've regretted it. In most modules, empty areas are basically just wasted space. Unless you're prepared to spend months and months filling up those empty areas, your city would probably be better off smaller. That said, I agree with Kamal_. Build what you want, just don't be afraid to scrap things and start over. If you focus only on what others want, you may eventually find yourself uninterested in continuing.



#7
werelynx

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This might save you some time:

http://neverwinterva...-builder-finish

though it's in French :/



#8
Tonden_Ockay

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Thanks " Werelynx " I will check it out.

 

However I did start up a project page on the new vault Tonden Ockay;s Forgotten Realms Prefab Project and I did upload a beta copy of the City of Baldur's Gate I started working on yesterday.



#9
Tonden_Ockay

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Here is a look at my first try at a beta Baldur's Gate City using Medieval City by Zwerkules

its a 32x32 area that I plan to brake up into 16 8x8 areas.

 

 

dcf2ap.jpg



#10
Tonden_Ockay

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I'm going to rework what I have done so far. I would like to have walkable walls around the whole city. Plus I want to be able to see grass and trees outside the city from the city walls.

 

We will see how this next draft goes :)

 

Thanks for your time

Tonden Ockay 



#11
werelynx

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Looks nice so far.

Note: you should separate tags with ',' instead of '.' (commas work, dots don't) Edited it out for you ;)



#12
Tonden_Ockay

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Thanks werelynx

 

When it comes to commas and dots are you talking about the naming of area's or the mosdules? 

 

Well I have broken the 32x32 city up into 8x8 area's. One was all water so the city only has 15 areas. I will upload an updated copy once I have them all linked up so you can run around the whole city.

 

Thanks for the insight.

Tonden Ockay



#13
werelynx

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I mean at new vault when you fill out tags for your project it should look like tag1, tag2, tag3 and NOT like tag1.tag2.tag3