Anar is one of many smaller cities built by survivors of the meteor shower thirty years ago. And like most mainland cities bar the large ones who can afford their own eco-system Anar is pretty err...wastelandish? With high crime rates and all that jazz, my point is it has ruined stuff and meteor craters. And the place the majority of the first Scourge of the Hellgates module will take place in as well.
Anyway, it's a 12X12 city area suitable for perhaps a desert or a wasteland or just anywhere there isn't much vegetation.
-Peace out
P.S: The close fog is there to represent dirt still being in the air after the meteor showers in Scourge of the Hellgates. So it's not there to spite you. Even though spiting you is kind of funny.
But you can use it as anything.
UPDATE: For some reason I forgot to remove all the Soth (Scourge of the Hellgates) creatures in there. And because of the the few people who alredy downloaded it have ended up with a few conversations as well. And the ability to play a few seconds of Scourge of the Hellgates.
Though, instead of just removing that zip file and replacing it. I'm leaving it there. Just in case someone needs a populated Anar. For a DM campaign or anything or you are just extremely bored and want to play the firts few seconds of Scourge of the Hellgates. Or perhaps you want to see what kind of population I had in mind when building the area.
But I'm also uploading an unpopulated version. Obiviously.
UPDATE: Removed Populated version, because it no longer represents the start of Scourge of the Hellgates and I'd hate people getting the wrong idea about it. Even if it means I'l lose 19 downloads.....
For some illogical reasons the meteor craters are still smoking 30 years after impact! Stupid design decision? Secret quest? You'll never know. Or will you?
Posted by SGK73 at 2007-09-11 00:01:38 Voted 8.25 on 09/11/07
Good texturing, area layout and selection of houses. One of the best areas I've seen.
Now for the nitpicking:) Floating houses not many of them but some, better check them all(this is common in the OC too if you have looked closely at Highcliff.)
The green/mossy ruins look out of place however as the area is from a mod you probably have a reason.
The fog, good that you want to reduce visibility but your fog start is higher than your fog end 40/10. That makes it really wierd it's like a wall at 10 meters. Try a setting with something like 5/15 with a farclip of 80. Don't forget to set the fog for ALL the day/night stages.
The walkmesh contains lots of jagged edges this will make the pathfinding get PCs and monsters stuck sometimes. The big round house do not have a walkmeshcutter.
I hope this helps to improve your module.
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