A set of areas for group play. These are a set of mind flayer controlled areas, where players must co-operate in order to progress. Fun things include a telepoter that requires different coloured crystals in order to send people to different areas, force fields that must be opened by destroying generators sequentially and a prison section that has most of its doors activated from a remote location. With the encounters setup as they are currently it is suitable for levels 10-30ish (depending upon equipment). The main reason for this was to push my scripting knowledge and to see how different I could make areas look without haks. Not one for total action freaks as a bit of thinking is required. Requires SoU and HotU installed. (Rant) This was about the last set off areas I ever constucted: I ran this as a quest and got a lot of negative feedback, dropped a bunch of high level creatures in the server a week later and the players all said how great killing them was...(end rant).
Anyhow feel free to use it or ransack the code for ideas. The bit of scripting in there that I haven't seen elsewhere are scripts around the teleporters activating from items being deposited in containers, and doors being unlocked by smashing generators. Its got a basis tresure respawning system, if any of the containers doesn't respawn after 20 mins, then I've missed adding the container to the palette. Hope it inspires someone!
Posted by Morfedroc ( 66.36.xxx.xxx ) at 2004-11-13 10:16:00
Try to use unique scriptnames and resrefs for your placeables and creatures. Some of our messy PW modules already have plenty of "chest001" in our palettes :)
Posted by Paul Clarke ( ..xxx.xxx ) at 2004-10-14 14:43:00
The erf file is an 8 area pre-fab. (7 created with the Illithid Interior tileset + 1 one using the underdark). It uses no haks and pre-CEP!
The starting / connecting area should be the Underdark area. The teleporter to within the Illithid areas is in the NW sector of this area.
The majority of the Illithid areas are full of Illithids(!), their pets and a few constructs (created by their wizards). However, there are a few holding cells & an entire prison level which is an excuse for dropping a collection of mind controlled monsters in behind locked doors!
There is somewhat of a lack of scenery placeables dropped in. I will pretend it was not down to laziness but a desire to keep server lag down to a bare minimum (I know the additional lag is minute, but we've got a 400+ area module running at an average ping of 50-60!)
One final note, I've just unextracted this and imported it in myself to test and it asks if you want to overwrite some default scripts. I would suggest saying 'no' (I think this was because we were trialing some sort of improved AI at some point and may not have cleared it out properly - either way I don't think it will make a huge impact upon the gameplay!)
Posted by Anonymous ( ..xxx.xxx ) at 2004-10-14 03:33:00
a really cool set of scripts, as Paul says in his "rant" these area's need party co operation. He didn't mention the end nasty though, he has loads of immunities and took the hack'n'slash brigade on our server quite a while to kill... but if you look at the furniture in his area a quicker way can be found.... (another fine custom script by Paul that will make the nasty easier to kill if the party work it out !!!)
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