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NWN2 AREA PREFABS

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Name  Krusings: Roddenaughlye (ruins)
Author  Johan Krusing
Submitted / Updated  05-21-2009 / 05-22-2009
Category  Exterior : Castles
Patch  1.22
NWN2Game  NWN2:MotB
Description
The ruins of Roddenaughlye was originally planed to be used in my Rainfall module.

Unfortunately, my computer failed to play the area due to lack of graphic capacity.

There are some areas in the prefab not yet processed, and it might need some work. But the basics are all there.

Known bugs/probs:
* "Invinceble walls" - unlogic Walkmesh cut
* Camera "flow through" walls ingame
* Unrealistic flapping flames

I'm certain there are alot more of those. Please do not comment on the bugs and small issues, only comment the layout and the basic idea.

CREDITS:
SGK73 for lightplaceables and environment settings.

Feel free to use this area as you seem fit. Make a total conversion or just place encounters. Just make sure to give the proper credits.

Files

NameTypeSizeDownloads
roddenaughlye_20090521.erfroddenaughlye_20090521.erf
Submitted: 05-21-2009 / Last Updated: 05-21-2009
erf20.7Mb141
Updated version: 2009 05 21
SCORE OUT OF 10
8.75
4 votes
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SCREENS

Backyard/Graveyard


Inside


Roddenaughlye


Detailed surrounding


Farm and fields


Bridge to Roddenaughlye


Roddenaughlye overview - Daylight





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Comments (4):

Posted by TheStoryteller01 at 2012-01-11 05:46:18    Voted 7.50 on 01/11/12
First of all, I test "night" prefabs with daytime settings (because i need it to be usable for a full cycle) and most of the times it doesnt do the area much good.

It's also true in this case becuase the map borders are showing just bare textures. No trees,bushes,scrubs,grass,stones - not even a variation of texture.

BUT otherwise the area works perfectly. I guess everyone has toyed around building a large ruin with the Sunken City placables but imo this layout is as good as it gets. The addition of barricades and the way the bridge is constructed really implies that someone is trying to make this ruin a (defendable) base of operations. The interior is very "teasing" even if just checking the prefab out I couldn't help but wondering what was going on here. Very inspiring. The area transition at the bridge is also very well done.

On the negative side, there are tooooo many boxes and I deleted all the lights to get rid of the flickering. And that small "crypt-hill" behind the main ruin needs a heavy rework.

But at the core this prefab has a lot of potential and is easily revamped - good job!


_________________________
In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)

Posted by Wyrin at 2009-06-28 01:29:04    Voted 9.00 on 06/28/09
great area and nice use of the ruins as building blocks
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Posted by NWN DM at 2009-05-23 19:42:00    Voted 9.00 on 05/23/09
Very nice! This will have a place in my module... a ways down the road, but a place nonetheless.

Posted by MokahTGS at 2009-05-23 12:58:08    Voted 9.50 on 05/23/09
Nicely atmospheric! This is a great little area for simple encounters or as a dungeon entrance.
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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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