This is a set of exterior areas made for an upcoming module. Much like my previous attempt, The Last of the Danaan, the exteriors of this module will consist of 11 contiguous 16x16 areas. That is, you can see one area from another area.
The 11 areas are:
Fort Moultrie (FM): A fort built on the beach.
Lazaretto Marsh (LZ): A salt marsh with small islands and linked to an abandoned monastery turned goblin fort.
Wassau (WS): A city, complete with docks, drydock, town square, cathedral, and back alleys.
Ranzhuang (RZ): A small village for little people (gnomes and halflings), set amongst rice paddies.
Harper's Ferry (HF): An improvised fort built upon a sand bar, complete with a pontoon bridge spanning the river.
Bayou Alesienne (BA): A cypress swamp
Ossabaw Woods (OS): a stretch of forest overlooking the path along the river.
Beaufort (BF): A town overlooking the river.
Cape Jessamine (CJ): A plantation-style large farm.
Gwalior Hills (GH): A stretch of open, grassy hills.
Gwalior Rock (GR): An outcropping amongst the hills, topped with a menhir and attended by a nomadic encampment.
The areas are fairly bare, I've added basic sounds, but you will probably need to add in more placeables to customize each area to your particular tastes and needs.
These are ERF files, you will need to add them to your module by using the import function, under 'File' in the toolset.
Updates:
12 September 2009 - Minor changes to Harper's Ferry, plus two new pics.
20 February 2010 - Three new areas added, filling in the 'hole' in the center of the map:
The West Bank (WB) - Swampy wilderness area south of Cape Jessamine (CJ).
Chickamauga Gorge (CG) - 12x12 area sandwiched between Gwalior Rock (GR) and Harper's Ferry (HF). Filled with narrow defiles with thick cover, perfect for ambuscades.
Ocmulgee Caverns (OC) - A massive network of caverns deep below the Gwalior Hills (GH), complete with ancient ruins and modern shanties.
Slight modifications have been made to all other areas as well. In addition to area transitions to the new areas, I've added lights to GR, CJ, BF, RZ, WS, and FM. I've also left terrain triggers in place in GR, GH, CJ, OS, RZ, OG, WB, LZ, and FM.
Additionally, now OC, BA, and OS now use scripted lights that add extra sun/moon lighting in spots. To use this lighting system, you have to initialize it when your module is first started, using ExecuteScript to have each area run the script 'area_init_lightswitch'. Otherwise you'll have sunshine at midnight.
Posted by alupinu at 2010-07-03 11:22:02 Voted 9.50 on 07/03/10
I really like the way all the area�s can be joined together to form a sand box. I found the craftsmanship to exceptionally well done and the area planning well thought out. Also liked the fact that there were a few extra goodies like scripts, custom blueprints, ect that came along with it.
I did notice that the FR was a bit sluggish making me think that the random seed was overly done or that there was too many placeables not made into environmental but of course this is no big deal and easily fixed.
_________________________ Murder in Dunlop Fanglewood
My Class is Rogue ... "You look surprised to see me. If you'd been paying attention, you might still be alive."
Posted by Qrizz at 2010-05-11 01:20:01 Voted 9.75 on 05/11/10
Great ! _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by foil at 2010-03-02 07:26:31 Voted 9.00 on 03/02/10
I love your pallet of colours in all those shots. What a huge compilation which all seem to belong together in one world. Nice.
Posted by Wyrin at 2010-02-21 00:46:44 Voted 9.50 on 02/21/10
great thematic contribution _________________________ Wyrin
The screenshots are fabulous! If I build another mod, I'll definitely check these out (and vote then). It looks like some very nice work. Thanks for your contribution.
Posted by kamal at 2009-09-04 16:31:22 Voted 9.75 on 09/04/09
The drydock in the town is a nice touch. Never seen one in another prefab. These are topnotch areas and pretty much all someone needs for a module base area. I also like the "feel", the Louisiana bayou feel is definitely there and it's different from what most prefabs have. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by MokahTGS at 2009-09-04 14:46:02 Voted 9.75 on 09/04/09
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