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NWN2 AREA PREFABS

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Name  Lost Ruins of Zartroff (level 1)
Author  Eshin
Submitted / Updated  11-24-2006 / 11-28-2006
Category  Interior : Caves
Patch  1.02
Description
This is level 1 of "Lost Ruins of Zartroff" 3 more levels to come.. Enjoy.

** UPDATED V1.1**
- added new photo from v1.1
- placed a starting location inside the main entrance
- Modified all lighting
- Placed all burning torch sounds
- All placeable converted to environmental objects.

Files

NameTypeSizeDownloads
Lost_Ruins_of_Zartroff_v1_1.rarLost_Ruins_of_Zartroff_v1_1.rar
Submitted: 11-24-2006 / Last Updated: 11-28-2006
rar725.7Kb680
--
SCORE OUT OF 10
9.13
10 votes
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New photo from v1.1





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Comments (22):

Posted by shockwolf at 2012-09-18 16:54:33    Voted 8.75 on 09/18/12
8 - Excellent, Recommended to Anyone

* You need to be more careful about what you make environmental objects. Things like moss patches and small stones, there is no point in making them baked into the walkmesh and block your path, so best to make them environmental. You have, buildings, ruined walls and rubble that would block your path, but you've not placed any walkmesh cutters around them, allowing players to walk right through them.

* Torches and lamps: Ideally you should turn the shadow casting off, on your torch and lamp placeable properties. This will prevent them from casting unnatural shadows through your walls and pillars.

* The shadows on the lighting is far too strong, casting huge unnatural black patches all over the place. You would be better off turning these down.

* Some more rocks lined along the cave tileset walls would help it look more natural.


Overall, not a bad area. Nice work. I may be using this in Wulverheim some day. Thanks for your contribution.

_________________________
ShockWolF -
Author of Wulverheim

Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.




Posted by kamal at 2012-01-01 15:51:56    
Will be using in my campaign.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by Qrizz at 2010-05-11 22:58:36    Voted 9.25 on 05/11/10
Nice !
_________________________
Qrizz
Middle Earth Arnor PW
Link

Posted by Wyrin at 2010-01-30 04:34:58    Voted 8.75 on 01/30/10
nice work and flooded caves just what I need!
_________________________
Wyrin

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

Posted by Eshin at 2007-01-11 03:36:16    
Finally! Level 2 has been uploaded was tied up with real life. I've started on level 3. Level 2 is up for testing (pending approval), feedback please and I'll tweak it in a few weeks.

Posted by Altaem at 2007-01-04 04:50:11    Voted 8.25 on 01/04/07
This area has a brilliant feel to it. I hadn�t realised it, but this is exactly the type of environment I�ve been looking for to add to my module. I won�t use it directly, but instead it shall be my inspiration while I develop my own dungeons.

Posted by Lanessar at 2006-12-31 10:06:58    Voted 9.50 on 11/26/06
No further uploads? I've been eager to see of your interiors.
_________________________
Lan's Placeable Groups v1.5

Posted by aghar at 2006-12-06 14:44:32    Voted 9.00 on 12/06/06
This is a very nice job Eshin. Well done. My only problem with this area is no fault of your own. When you adjust the camera angle and the ceilings disappear, the structures are visable. As I said, not fault of yours, but of the engine itself. Great idea to used the buildings in this setting at any rate. I'm not sure if your ideas here are for a project that you are currently working on or if you are even interested in doing work like that but if you are I would gladly welcome an extra hand in creating a few areas for a project me and a few of my guildmates are reproducing for NWN2. If anything like that interests you contact me and if not, I will continue to enjoy the work you have created here for everyone on the vault. Keep up the nice work.

Posted by Eshin at 2006-12-06 10:34:08    
Level 2 is ready I'm just trying to figure out how to black out the map so you don't see the white background as you explore.

Posted by TheStoryteller01 at 2006-12-06 07:18:15    Voted 9.00 on 11/25/06
@Eshin: I must have mixed up something, after deleting everything and starting anew I had the new version available :)
_________________________
In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)

Posted by Lanessar at 2006-12-02 07:35:17    Voted 9.50 on 11/26/06
Nice. I'd love to see it.
_________________________
Lan's Placeable Groups v1.5

Posted by Eshin at 2006-12-02 06:23:58    
Storyteller I tried the ERF and installed it into a new module and it worked fine.. I wonder if you delete the old one if that will fix it for you. Level 2 is done I'm just testing it today and if it's good I'll upload it today and it should be ready tomorrow for download.

Posted by malafein at 2006-11-29 11:34:50    Voted 9.25 on 11/29/06
Awesome, I'm very much looking forward to seeing more of your work.
This is by far, the best I've seen so far. Very nice use of the toolset's capabilities.

Only thing I might add, would be that in larger caves or any interior really, that more of the tiles be hidden initially. Unfortunately, the only way I know of doing this is with doors, and that may not be appropriate for all situations.

I'll definately be using this in my modules!

Posted by TheStoryteller01 at 2006-11-28 22:31:28    Voted 9.00 on 11/25/06
Funny - now I encounter crashes every time I try to move via clicking the ground O_o

And are you sure you changed the file? its got the same name as my first download. Its actually different in size but still no starting location (or i completely mixed up my downloads)
_________________________
In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)

Posted by Eshin at 2006-11-28 11:40:32    
New version is up and all comments where considered and I spend time walking around and I have to say I do enjoy this level..not sure if I'll do much more to this time to work on level 2.

Posted by Eshin at 2006-11-26 22:05:35    
Kool, i goto remeber about converting placeables.. as for the sounds from the torches.. I'll double check i made a custom group for those torches not sure why the sound didn't stick.. I'll update this when i get a few days off.. and look at the lighting also.. look for the update on the weekend.

Posted by Segal at 2006-11-26 15:28:12    Voted 9.50 on 11/26/06
Very Nice. I am using it with some modifications to make it more open. Other than that, the only change I made was to convert all the placeables to enviromental objects.

Would love to see more interior prefabs.
_________________________
Segal
The Depths
Link

Posted by Lanessar at 2006-11-26 12:18:04    Voted 9.50 on 11/26/06
This area is, for a prefab, nearly perfect. The only thing I can point out is the flicker variance and rate on the torch lights was set waaay too high. Use a flicker variance of 1 and a flicker rate of .25 or .5 and seee the difference. I also added more yellow and orange to the color.

One other small point, the ambient looping torchsounds were placed on two torches and not the others.

I just wanted to note those two for possible improvement, not because they actually detract from this area. This was, otherwise, a superb interior and I heavily recommend its use if you need it.
_________________________
Lan's Placeable Groups v1.5

Posted by Rome at 2006-11-26 09:20:55    Voted 10.00 on 11/26/06
Great
_________________________
Tales of Celts - Link

Posted by Eshin at 2006-11-26 09:14:32    
There is a cave entrance.. at the one end but i didn't find it laggy from the water.. i could cut the animations so the water was still, to bad it's not like NWN1 and you could see yourself moving threw that would add to the feel.. I find that Obsidian didn't spend much time on interiors which is a shame.. can't wait for custom content to improve the lack of selection in tiles. But glad you liked it and thanks for the "9" vote..

Posted by TheStoryteller01 at 2006-11-25 22:41:18    Voted 9.00 on 11/25/06
I tried it out and i think its very well designed. You made clever use of placables to give your cave that special feeling. The water all over makes its a bit laggy but thats not your fault. Honestly the cave wouldnt be less original without it (there are no "splashy" footsteps doable after all).

The only improvement I would like to see is a starting location so one can explore the cave like you intended the PCs to. I had to set that myself and couldnt figure out where the logical start would probably be ;o)

Looking forward to the other levels!
_________________________
In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)

Posted by Eshin at 2006-11-25 11:32:43    
Just to give you a run down of what i was doing... this will be 4 maps. I think I'll be doing 3 interior and 1 tiny exterior (the garden). so this is Part 1: A few adventures had decided to explore a cave they had found.. and in a large cavity the found what looks to be 2 buildings. One of them they are unable to enter.. but the bigger of the 2 with 2 large statues looks to be used by someone or something. The adventures decided to look threw the caves more and placed up torches to help keep it lite. They mention this cave in passing while there at the Drunken Wench Tavern in New Haven(shameless plug). And you and your friends hear rumors of these caves in the mountain pass just North of New Haven. You also hear since the adventures had been there some town folks claim to hear howls coming from the cave like something has been woken from it's sleep. Nobody has seen or heard from the adventures that setup camp there.. do you dare to go?

** More to come maybe I'll make a small module to tell the story that made me want to start making these maps.. but no guarantee on that but more maps to come.

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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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