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NWN2 AREA PREFABS

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Name  Canyon Grove
Author  AmstradHero
Submitted / Updated  08-16-2008 / 08-18-2008
Category  Exterior : Forests
Patch  1.12
NWN2Game  NWN2:MotB
Description
Proceeding along the wilderness in the shadow of hills and mountains, you travel along a winding dirt track. The track descends in a small depression, and trees loom up on either side.

You suddenly come across a small clearing, a raised grass plateau amidst this serene forest. You wonder whether the strange arrangement of stones on the top of the hill signifies something...

----------

This is a 4x4 exterior.

Files

NameTypeSizeDownloads
CanyonGrove.zipCanyonGrove.zip
Submitted: 08-16-2008 / Last Updated: 08-18-2008
zip4.3Mb338
Canyon Grove prefab in .mod format. Incorporates improvements made in response to feedback.
SCORE OUT OF 10
9.42
3 votes
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SCREENS

Where I Came From


Climbing to the Plateau


Is that a Path?


Leaving the Grove


A Curious Arrangement


Moonset on the Plateau


Sunrise


Path into the Distance





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Comments (6):

Posted by Qrizz at 2010-05-11 04:15:52    Voted 9.50 on 05/11/10
Great !
_________________________
Qrizz
Middle Earth Arnor PW
Link

Posted by Malchir at 2009-06-23 06:44:05    Voted 9.25 on 06/23/09
Nice area! A bit too small for my personal taste, but technically very well done. It suits me very well for an idea I have for my PW, so I probably use it and give you the credit you deserve. You have anyway my vote, of course ;)

Posted by Ugly_Duck at 2009-01-05 09:04:31    Voted 9.50 on 01/05/09
Accidently posted the wrong score, so I reposted to update it.
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Posted by Ugly_Duck at 2009-01-05 09:02:38    Voted 9.50 on 01/05/09
A little small, but I like it. You did a good job of texturing/coloring the area. And, the shape of the area is interesting.

Good work.
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Posted by AmstradHero at 2008-08-16 17:25:20    
Thanks for the feedback nicethugbert, I've resubmitted the area in response.

I thought I'd made given an idea of where the walk/non-walk areas were based on terrain and texturing, but I suppose in a small area every triangle counts. As such, I've reworked it slightly, increasing the walkable area and clearly delineating walkable and non-walkable areas with placeables/environment objects. The only areas that aren't are the two path exits, but they should have area transitions on them anyway.

Finally, I tweaked the tree settings so that they fade now, and made some minor tweaks to the mountains in the distance.

Again, thanks for the feedback, and I hope you like the updated version when it appears!
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Fate of a City
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Posted by nicethugbert at 2008-08-16 16:04:33    
It looks very attractive and the performance is good.

But, it has a very common playability issues. The no-walk areas are not clearly delineated. It's very easy to run into them and get stuck. That's the sort of thing you do not want when you are trying to retreat from a bad encounter.

The trees do not fade out so it's very easy to lose sight of your PC in the brush. Not good for combat that.

You southern background mountains look unnaturally spikey.
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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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