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NWN HAKPAKS

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Title  DOA City Tile Addition: Main Gate and Stairs 1.0
Author  Den of Assassins
Submitted / Updated  07-03-2003 / 09-08-2007
Category  Tilesets
Expansions  Works on all versions
Description
New raised cobble group and features. (Note: these features are included in the City/Rural Builder Base set)
    + main city gate 3x2 group

    + 3 stairs variants
    + modifies City Wall Gate Door (tcn_udoor_06) to only open inwards

Full readme available at download link below
To submit suggestions or bugs on this hak, please post at the Carpe Terra site.


Files

NameTypeSizeDownloads
DOA_CityAdd1_10.rarDOA_CityAdd1_10.rar
Submitted: 07-03-2003 / Last Updated: 09-08-2007
rar59.79Kb1440
--
SCORE OUT OF 10
9.33
5 votes
View Stats
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Comments (22):

Posted by Remir Arnom at 2006-02-06 19:06:31    Voted 10.00 on 02/06/06
Excellent work.
_________________________
"Inconceivable!"
"That word... I do not think it means what you think it means."

Posted by Devan_Crowe at 2004-02-20 10:37:05    Voted 9.00 on 02/20/04
Overall: 9   Usefulness: 9   Value for Size 10   Ease of Use 10   Quality Control 9   

Posted by Talmud at 2004-02-20 10:36:15    Voted 8.00 on 02/20/04
Overall: 8   Usefulness: 8   Value for Size 9   Ease of Use 8   Quality Control 8   

Posted by Nazrohn at 2004-02-20 10:36:06    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 10   Quality Control 10   

Posted by Gandalf_Istari at 2004-02-20 10:36:06    Voted 9.00 on 02/20/04
Overall: 10   Usefulness: 8   Value for Size 10   Ease of Use 9   Quality Control 9   

Posted by ReAver ( ..xxx.xxx ) at 2003-08-12 08:28:00    
OK, no tear in the Rural/city base hak tile for the city gate. I checked the minimap icons for the tower out to in a game, and I still think that the 2 minimaps stated in my first post works/looks better because yours are a round tower in the center with grass around, while Bio's connects well to the surrounding tiles (which isn't grass). I'll probably need to do this last post on the city rural base file page.

Hopefully you don't think I'm dissing your work, since I really love your work and has used almost all of it.

Posted by ReAver ( ..xxx.xxx ) at 2003-08-12 08:14:00    
I checked your rural city base hak and looks like the missing custom minimaps are in there (MCR01_O17, MCR01_O14). I still need to check if the tear is also in the tile in that (city/rural base) hak. I'll post just now after I tested it again.

Posted by ReAver ( ..xxx.xxx ) at 2003-08-12 08:08:00    
DOA: Hi, I've found all your mods very usefull and of great quality.

However I've found that the new city gate has minimaps declared, but they dont exist. In the .set file you can change tile 321's minimap to MICN01_O17 and tile 323's minimap to MICN01_P17 which then uses the minimaps for the towers of the original city gate. It fits exactly and looks good.

Another fault I've found is that tile 321 has a see through part (tear) in game, but not in the toolset. The tear is located at the top of the tower and goes all around, like a gap in the middle of the tower as if its been chopped off.

Hope this helps

Posted by Ani ( ..xxx.xxx ) at 2003-07-23 11:14:00    
Great work , if possible substitute Bio metal big door texture with a simple wood texture....iv alwais hated that Bio door , it looks like a sewer door

Posted by M.G.Skaggs ( ..xxx.xxx ) at 2003-07-17 03:51:00    
Hey DOA,

I have been trying to email you for awhile now, and they keep bouncing back to me, please contact me regarding the comment you left me on my All Purpose Placeables Pak 1.2. I have been out of the loop for a little while with family matter, but am now getting back into the swing of things.

Thanks!
MGSkaggs

[email protected]

Posted by Gandalf Istari ( ..xxx.xxx ) at 2003-07-16 16:41:00    
Can this be incorporated into other tilesets? I don't mean just into a hak, but into something like the CFR tilesets?

If it can be I bet this will get alot of use. Nice little addition to the game here.

---Gandalf the Wizard

Posted by Slopperbaby ( ..xxx.xxx ) at 2003-07-12 03:26:00    
Excellent just what i needed, thanks

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-07-09 08:17:00    
Evilcow, I appreciate your support. I didn't take your comments with offense, just as a suggestion (unfortunately I have a list about a mile long of other projects I'm already working on). :)

Posted by Evilcow ( ..xxx.xxx ) at 2003-07-08 23:52:00    
Over 80% of people that visit Vault download and use haks and modules are not registered.
I think if "IP LOGGED" would be the only necessary condition to vote, u would see hundreds of votes...

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-07-08 15:18:00    
Well, I thought people would find a new city gate useful given that it's one of the more requested features, but no votes tells the story. I guess everyone is tired of OC additions and prefer new terrains. Live and learn... I'll stop working on city additions then.

Posted by Evilcow ( ..xxx.xxx ) at 2003-07-05 23:09:00    
DOA if u wanna realy change the face of city add battlements on towers and walls

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-07-05 04:41:00    
Sorphales, yup I remember. Those darn tiles have been sitting on my harddrive for months now, and just since I finished up the gate this week I had an excuse to release them. ;)

We started creating the DOA City/Rural Builder Base when designing our PW because we couldn't find the right combination of city/rural features. We kind of felt like Goldilocks: either there was not enough or way too much. I can say:

+ it will definately include all the integration features that Vilance/Velmar/Janus have done
+ it will include must-have features like Thall's alleys, Thall's and Wayland's hills, Lucy's waterfalls, etc.
+ it will include most of the water or cliff related custom tiles done since those are especially modified for new water/cliff heights
+ it will include some of the new things we have done (for example, I'm finishing up basic road crosser support for the hills this morning)
+ it will be streamlined, removing redundant tiles as well as tiles that really should have been placeables in the first place (no point in perpetuating that tradition of copying everything over from one set to another)
+ it will certainly not include everything. The point of it being a "base" is that hopefully other custom content developers can use it and build up from there as they see fit.

Hope that makes sense...

Posted by Sorphales ( ..xxx.xxx ) at 2003-07-05 03:25:00    
Thank you DOA ;). Great work!

I was waiting for the stairs since I mentioned them on the boards ;). Will your combo include also the alleys, signs, etc.? Please include also the castle walls from Adam (posted today too) so that we have a little variation for designing our cities...

Sorphales

Posted by BlackstarXXX ( ..xxx.xxx ) at 2003-07-04 23:16:00    
Sweet. Perfect for the city I'm working on.

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-07-04 21:31:00    
No other comments? I assume everyone is then pleased with the default city gate? ;)

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-07-04 11:08:00    
DOA will be releasing a "new and improved" rural/city tileset shortly... there is a version of the Main Gate in that set that straddles cobble/grass terrains and includes road support.

Posted by Tweak ( ..xxx.xxx ) at 2003-07-04 10:17:00    
Looks good, but I would like to use it with the rural/city tileset HAK.

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