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NWN PREFABS

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Title  Large Empty Maze
Author  Aversinia
Submitted / Updated  09-17-2006 / 09-17-2006
Category  Areas
Type  Maze - prefab
Description
16x16 maze. Doors with tags of start and finish, but need to be linked to your transitions in your mod. Blank with no traps and no monsters. Treasure container at end.

Files

NameTypeSizeDownloads
MAZE.erfMAZE.erf
Submitted: 09-17-2006 / Last Updated: 09-17-2006
erf54.91Kb282
--
SCORE OUT OF 10
9.44
4 votes
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Comments (6):

Posted by Dante Silvertongue at 2009-04-21 17:24:48    Voted 9.50 on 04/21/09
Very well done and saves me a lot of time on a project I was working on!

Posted by Aversinia at 2006-10-16 04:38:34    
ohhh just noticed there is one trap left in there.

it was made for my pw and once it was complete, i exported it and removed everything that was in it to post as blank.

Posted by Aversinia at 2006-10-16 04:24:28    
I think there is a way to shut off the map feature, but I didn't look too much into it. Beta-launching the PW Ive been making for the past few months. For the most part, the fog that's already set in it (I think, which is really close and black fog) works well to prevent *much* spying on the forefront of whats to come...but some doors could help as well to curb further peeking.

You're welcome Sharona. :)

And I left it blank for many reasons though at some point I may post one that is filled with creatures and traps.

Posted by nux2000 at 2006-10-11 22:53:03    Voted 10.00 on 10/11/06
I really like it too. Is there a way to shut off the map feature in an area to make it more difficult in a maze like this?

Posted by Sharona Curves at 2006-09-19 04:34:23    Voted 10.00 on 09/19/06
great design. excellent maze. definitely confusing. even if players could see the entire maze and be able to eyeball their way through by doing so players would surely miss out on all the XP, treasure, and possible puzzles that lurk down those seemingly dead ends.

thanks for sharing.

Posted by Demangel at 2006-09-18 15:48:41    Voted 8.25 on 09/18/06
Due to the infinate wisdom of bioware concerning how maps work, mazes have to be a bit trickier these days. Just by eyeballing it, I found the fast route all the way to the end in ten seconds. So steps would need to be taken to make the maze not only challenging combat wise by the user of this nifty maze (monsters and traps in the corridors). But steps would need to be taken to ensure the player can't really see much more than a few turns ahead on the minimap.

On solution is to use locked doors (these generaly block off the minimap, and IIRC depending on the tileset, can also block off parts of the minimap even with the door unlocked.).

Locked doors are great for rogues, and sometimes annoying to others, usualy you have to give a player an alternative way through locked doors if they lack the pick lock skill. (keys/levers etc).

Anyway another method would be the fake wall method. Basically stick down things the play cannot bypass (CEP has some great placeables for this, including walls, devils towers etc). Place this in a coridor, and on the minimap, the way would look open, and until the player got close enough to see the obstruction, they would have no idea the way was blocked.

Lastly, use of hidden trap doors and secret passages would make this maze truly great :)

The maze itself kind of reminds me of some of the dungeons from Sword of Vermillion (an old sega genisis RPG), all twisty and turny, and that can = good. :)

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