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NWN2 AREA PREFABS

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Name  Cliff Rocks
Author  Ho5a
Submitted / Updated  12-12-2007 / 12-13-2007
Category  Exterior : Other
Patch  1.06
NWN2Game  NWN2
Description
A Width 24 Height - 16 forest and Cliff area.

Created with Patch 1.06

Files

NameTypeSizeDownloads
Cliff_Rocks.rarCliff_Rocks.rar
Submitted: 12-12-2007 / Last Updated: 12-12-2007
rar16.7Mb385
--
SCORE OUT OF 10
7.5
6 votes
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Comments (8):

Posted by TheStoryteller01 at 2012-01-09 16:58:46    Voted 4.00 on 01/09/12
Sorry but this needs a lot of improvement. I always check the areas in the toolset and as a mod and thats my impressions
1.The textures are unimaginative & stretched to the limit (some textures can be stretched a little more than others, it needs research and testing to do it right).
2. The sounds are too much and completely wrong, I hear water sprinkling and flowing everywhere but there is no stream or spring, jsut pools.
3. The vegetation is as random as can be.

I found the walkmesh totally ok, but thats maybe because I always open modules in the toolset first and bake again before I run the mod ;)
_________________________
In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)

Posted by Lance Botelle at 2010-05-08 08:03:12    Voted 8.75 on 05/08/10
Hi HOSA,

Another great area in my opinion, only just behind Forgotten Village in score. I did have to work on the walkmesh again, but it was a small price to pay to get another great area for my campaign. :)

Lance.
_________________________
World of Althéa Blog: Link

Posted by NwnFanX at 2008-11-18 08:59:20    Voted 8.00 on 11/18/08
Simple, but nice.

Posted by SGK73 at 2007-12-19 01:59:45    Voted 6.50 on 12/19/07
Good area layout and texture selection. You have potential for building great wilderness areas.

A few hints:
Texture striping can be minmized by using the smooth brush or raise/lower remove some of the steepness or you can use rockfaces to disguise the really steep slopes, this will be easier when you get MotB as it contains tintable rockfaces.

The walkmesh needs extensive work, keep in mind for future areas that just jusing the default walkmesh that is built for you by the terrain scultping brushes is too perfect and just leaves an unplayable mess, you need to edit it manualy.

The pools there should be lots of dead vegetablematter in the pools as they seem to be stagnant with no streams connecting them. To simulate this place one of the swamp planes just beneath the watersurface also add some catstail and reeds around the pools.

The textures could use a bit more blending, also using vertex colours to break up large patches of the same texture like grass is a good trick.

Hope this helps to improve your future areas.

Posted by Saphhira at 2007-12-14 13:34:27    Voted 7.00 on 12/14/07
Really good screenshot but the area is not as nice as the image.

Posted by NWN DM at 2007-12-14 07:32:58    Voted 8.50 on 12/14/07
Looks nice... IF it's not too much of a resource hog with those trees and grass patches, this will see use somewhere in my Greyhawk Adventures 2 series of campaign modules.

Posted by Ho5a at 2007-12-14 05:41:48    
thx jaz - I used 1.06 because I wainting for my own language version mask of the betrayer, will be abaut january.

Posted by jaz at 2007-12-14 01:08:07    
It looks pretty nice.

But why are you using patch 1.06 instead of the latest?

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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