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The FaerzressSparkles PW Thread!


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#1
FaerzressSparkles

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I am looking to create an alternative main hub for a PW that some friends and I used to play on as a private server. Waterdeep used to be the intended main hub, but it is far too large for one person to recreate.

My current thoughts are on: Neverwinter, Luskan, Secomber, Soubar, Loudwater, and Daggerford. What would you other players of NWN2 like to see recreated for a persistent world? Would you prefer a new location? Or perhaps a more detailed and freeform version of Neverwinter itself? Post your ideas and suggestions here!



#2
rjshae

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Of the choices you have listed, I'd say that Secomber seems like an interesting option for a starting point. Firstly its located on the border between the north and the heartlands, with plenty of nearby terrain variation for wilderness adventures. The description lists it as home to adventurers who use it as a base for forays into the high forest or the high moors. It's a small enough town (1,417) that you can give it plenty of interesting details and develop a population of characters. Zhent caravans travel through Secomber, so there's that as a potential plot point. Finally, Loudwater is just up the road so you can add that as a second population center.

 

*shrug* My $.02 worth.


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#3
FaerzressSparkles

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*shrug* My $.02 worth.

 

Those are some great points you made, rjshae. I will definitely take those into consideration. I kind of like the idea of an "urban" city like Neverwinter, but I am not sure if I have time to do such a city of that size even. I am so indecisive on things like this. Secomber definitely seems to be a great idea. Are there any official maps of Secomber? I have not been able to find any. I can build without one, but I did not want to bother with creating non-canon ideas if there is already a complete layout given.

 

(Also, I moved the thread to the PW section. Yes, I remembered your suggestion of Secomber in that thread too. ^_^)



#4
rjshae

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Well you could always take the Baldur's Gate approach and just provide parts of the city along with some encounter maps.

 

I don't know of an official map of Secomber, but there are bits and pieces of lore available. It appeared in the old Treasures of the Savage Frontiers game, although that's not much of a map.



#5
FaerzressSparkles

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Thanks for the input rjshae, I appreciate it. I started working on Secomber yesterday, hopefully I will be able to post screenshots of it soon.


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#6
FaerzressSparkles

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This is a screenshot of a very low detail version of Luskan. I have been working on Secomber, but since Luskan was mostly laid out, I began working on it again too. Hopefully it will not be so ugly in a few weeks, but this at least gives you an idea of the layout. I took some liberties from the official map because some things in the official layout seemed a bit silly, overall the design follows canon though.

 

In my version of Luskan it is 1376, and the five high captains are still in control. The sewers are featured, along with the Ruins of Illusk. The Host Tower and Kurth's Tower are in the very early stages of design.

 

Luskan_zpsd08b3a35.jpg

 

And for comparison, here is an official map of Luskan taken from an old book.

https://dentididrago.../luskan_map.jpg


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#7
Arkalezth

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Neverwinter = Yawn.
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#8
kamal_

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Neverwinter = Yawn.

Indeed, the most generically boring city in the Realms.


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#9
FaerzressSparkles

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Aw, what is with all of the Neverwinter hate? Do you not want to talk to Lord Nasher for the 100th time? What about trying to enter the Blacklake District, only to be turned away at first due to plague, demons, rioting naked people, or some other random reason?

 

I have some new screens of other areas I need to finish at some point.

 

This is Zalad's Concoctions, a magic shop I made for Port Nyranzaru in Chult.

ZaladShop_zpsa6826fc4.jpg

 

This is one of two Upperdark areas.

Upperdark_zps655359a4.jpg

 

This is one of three Middledark areas.

Middledark_zpsc79c8f88.jpg

 

Port Nyranzaru.

PNLandscape_zpse8cb2a33.jpg

PN_zpsb68e32de.jpg

 

The Tickled Wizard, a tavern I made for Port Nyranzaru.

TickledWizard_zps6ed169f2.jpg

 

A Batiri Cave.

Batiri2_zps1f1c9540.jpg

Batiri1_zps6899f455.jpg

 

Serpent Falls, an area in Chult which contains a cave that leads to a hidden valley with a hidden ruined city full of Yuan Ti.

Chult_zpsd93d4ed3.jpg


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#10
FaerzressSparkles

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Some not-so-exciting screens today.

 

What are your opinions on the basic texture palette for Luskan so far? I am going with a theme that is similar to the Merchant Quarter in NWN2 OC, since I can make the place look really dirty. I picture Luskan as being a dump, anyway...

 

Luskan Pics. (No coloring or terrain depth yet. Just flat.) Thanks rjshae for the extracted Docks Rowhouse buildings!

LuskanTexture1_zps5481ca05.jpg

LuskanTexture2_zpsab30358b.jpg

 

Dragon Beach in Luskan is starting to look okay.

LuskanDragonBeach_zpsfc7cd2e3.jpg

 

These pics are of a Chultan Jungle Area.

ChultJungle1_zps731f4e6a.jpg

ChultJungle2_zps3cf28166.jpg

 

And the city that no one wants (But I could not help the urge to build it!), it is very basic and needs a lot of work. I hit an inspirational snag on Secomber. The island with the red building will not be in the finished area, that seems to be a post-spellplague feature. If I can get going with Secomber again, I will put this area aside.

Neverwinter_zps3fe588b2.jpg

NeverwinterNoble_zps13d6901e.jpg

 

For comparison...

http://www.nj-pbem.c...Neverwinter.htm

http://forgottenreal...Neverwinter.jpg



#11
rjshae

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I picture Luskan as being rather bleak and cold, so it would have marginal grass and generally rocky ground with cold grey water, boulder-strewn water edges, and a strong, windy vibe. Perhaps dense fog in the morning as it is next to the coast? In terms of your buildings there, I'd probably change the tinting to give it a different look. The streets may be a bit dirtier and a little darker; something that could be done with by dabbing different (faint) shades of grey and brown color, perhaps? Or a grungy soil texture and grass along the building sides. *shrug* Outlining the houses a little and sprinkling some environmental placeables about could make it look less clone-like. Right now it looks too clean and orderly.

 

Hmm, that gives me an idea for some placeables: iron grills for windows, like they have in Spain.

 

I like your Chult shot.



#12
FaerzressSparkles

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Thanks for the input rjshae! I will do some experimenting. I agree that it is too clean looking, I do have shipwreck debris, garbage, and broken crates in the slums. I also believe I made the water look too tropical, your suggestions pretty much confirm that to me.



#13
Dann-J

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Neverwinter = Yawn.

 

The City of Skilled Hands, boring? Nonsense!

 

The annual clock repair competitions can get pretty fierce. Then there are the daily sight-seeing tours that visit the famous carved bridges. And for sheer excitement, nothing beats watching grass grow in its many splendid gardens.



#14
FaerzressSparkles

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A small update with progress pictures of Luskan.

 

Luskan Overview

Luskan1_zpsvzjriudc.jpg

 

Dragon Beach

Luskan5_zpsdmvrmbyk.jpg

 

Suljack's Lodge and Taerl's Fort/Estate

Luskan3_zpssyjtolqs.jpg

 

Rat Alley

Luskan2_zpscjqcsqdz.jpg

 

Just an area that has more complete texture work.

Luskan4_zpsvbeiaqxy.jpg

 

Ruins of Illusk

Luskan6_zpsps5357ak.jpg


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#15
Happycrow

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I agree about Luskan and cold/bleak, but I also really like your build-outs.


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#16
Dann-J

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One way to turn up the bleak is to desaturate the area slightly. A value of 0.75 dulls the colours nicely.

 

For example:

http://neverwinterva.../baggins-hollow


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#17
FaerzressSparkles

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So I started to work on this project again today. I am trying to figure out how to realistically depict a summertime forest. I have a few areas for the High Forest done, layout-wise, but the texturing is either plain or not to my liking. Would anyone have any suggestions for texture combinations and coloring for a dense temperate forest?



#18
rjshae

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I live in a temperate area with a lot of dense forests; the surface underneath is often mostly dirt formed from aeons of fallen leaves. The ground tends to be hummocky with fallen branches, rotting logs, tree stumps, and shrubs. Lighting can be somewhat gloomy even at mid day. Where there are openings in the canopy, it is typically choked in verdant growth that is dense with low shrubs, saplings, and grasses. Rocky streams are relatively plentiful.



#19
Dann-J

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This is my attempt at the Wood of Sharp Teeth:

https://www.flickr.c...06/14589784504/

 

It's probably a bit gloomier than the average 'summer forest' (and certainly not the place for a picnic, given its denizens).

 

I mostly used Storm of Zehir textures. They generally have more intense normal maps, and seem to tile better without causing any obvious repeating patterns. The SoZ horizontal root placeables also came in handy.


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#20
FaerzressSparkles

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Thanks for the input, guys.