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NWN2 AREA PREFABS

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Name  Sea cave
Author  Wyrin
Submitted / Updated  08-16-2008 / 08-17-2008
Category  Exterior : Other
Forum Thread  Link
Patch  1.12
NWN2Game  NWN2:MotB
Description
Interior cave built using exterior area and cutom skydome, taken from Dark Avenger Chapter 2. Useful for smuggling den or cave part of underground dungeon complex.

Download contains module containing the area, and erf for exporting into existing module, and custom skydome files, which can be used in Campaign or Override folders

Files

NameTypeSizeDownloads
seacave.rarseacave.rar
Submitted: 08-16-2008 / Last Updated: 08-16-2008
rar11.7Mb290
Mod file, erf, and custom skydome for override
SCORE OUT OF 10
9.3
7 votes
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Comments (10):

Posted by Qrizz at 2010-05-11 04:16:27    Voted 10.00 on 05/11/10
Great !
_________________________
Qrizz
Middle Earth Arnor PW
Link

Posted by nicethugbert at 2010-02-21 12:42:32    Voted 10.00 on 02/21/10
NEAT!
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NTB's Hills and Valleys Vol. 00

Posted by MokahTGS at 2009-10-20 09:39:55    Voted 9.50 on 10/20/09
Just wanted to say that this area is great! Nice use of space and height and makes for a fun pirate lair. Thanks a lot!
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by Ugly_Duck at 2009-01-05 09:22:59    Voted 9.50 on 01/05/09
Cool area! Very creative. I like the way you used the stairs placeable to connect different levels of terrain.

The crane does look like it could use a little more support to stop it from falling off the cliff edge & the walkmesh is a little jagged.

Overall though, very cool area.
_________________________
Ugly_Ducks Portfolio

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Posted by Wyrin at 2008-08-26 08:29:46    
Thanks! yeah I'll be the first to admit I used the dark lighting to get away with some stretched textures there ;)
_________________________
Wyrin

Legacy of White Plume Mountain - A Faerun sandbox classic D&D adventure!
Wyrin's NWN2 blog

Posted by AmstradHero at 2008-08-26 01:41:09    Voted 8.00 on 08/26/08
This is a very nice interior, I particularly love your usage of lighting. The little point lights to add a little bit of colour are excellent, especially the greenish ones in the water. The cave and lightbeam effect give a very nice appearance near the East edge.
The sections of walkable ground felt a little flat given the variance in the height of the terrain, though there is a recalcitrant terrain vertex that makes a very sharp mound just at the top the single set of stairs between the docks and the small tent.
I also felt that the cliff textures were a little too stretched, even with the cliff rocks obscuring a large portion of them. The crane also looked like it didn't have enough support and should go tumbling down into the water below.
I'd love for the edges of the map to be blacked out using the flat black texture, as I feel that would definitely add to the cave atmosphere.
Overall, it's an appealing cave "interior".
_________________________
AmstradHero
Fate of a City
Module Development Blog
Fate of a City Blog


Posted by issacjr at 2008-08-22 14:44:15    Voted 9.00 on 08/22/08
Verry Nice, I gave it a 9, the Mausoleaum door should have been accessable in the prefab i had to change the walkmesh to use it but it is a Verry aesthetic area and could be used in any number of Mods I would even suggest if you blacked out the sky it could be an under water port for the underdark. Nice work.

Issac

Posted by MCMunroe at 2008-08-18 13:18:43    
Looks geogous, I've included in into our PW for all the PCs attempting to start up smuggling operations.

Posted by Wyrin at 2008-08-18 01:47:31    
Thanks vendalus! Fair point about the linear route- the crane at the top could be used as an elevator if needed.
_________________________
Wyrin

Legacy of White Plume Mountain - A Faerun sandbox classic D&D adventure!
Wyrin's NWN2 blog

Posted by -vendalus- at 2008-08-17 14:33:37    Voted 8.50 on 08/17/08
Great concept and a very cool look and feel. Did a quick run through it and I kept wanted to get into the toolset and place archers and guards everywhere.

I think my only suggestions for improvement would be to widen a few of the paths between the rocks and maybe adjust the gate near the top. With just one person running around, it was fine, but with a full party I could see a good amount of confusion with the pathing. That's a minor point though.

The map itself was a bit linear and would required a lot of running around to get back out if needed. If I were to use it, I'd probably end up trying to script some sort of elevator that had to be unlocked from the top (maybe just a simple lever and conversation). That way you could skip a good chunk if needed.

Beyond those minor comments, it's a great bit of work and should get picked up rather quickly. Performance seemed great. The sound, lighting and colors were solid. Thanks for the contribution!

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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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