[WIPz] classical dungeon mod

Post » Wed Sep 14, 2011 1:52 am

hello
http://img89.imageshack.us/img89/1171/screenshot54o.jpg of a classical dungeon mod (monsters + traps) I am working on.

here is the first of the 2 programmed levels of the dungeon.

http://arcimaestroantares.webs.com/DungeonQuest01.rar

to enter the dungeon, visit the Balmora Mages Guild. There is a door that will take you there.

I would like if someone could help me, adding items to the floor and walls, because it looks too empty and perhaps, suggesting me other traps.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Tue Sep 13, 2011 6:26 pm

what kind of atmosphere are you going for. You could make a bunch of cobweb meshes, and give it the abandoned look. but the textures are a little clean for that. I'd love to see spike coming out of the floor. Especially a single one that comes up high enough to make you eyes water. and fireball tossing statues. that you could use for clutter on the wall. make two of those meshes and have the one that throws look just a little different, so that if you pay attention you can avoid it. isn't there a resource for light suspended on chains. that would fit well. dunno.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Tue Sep 13, 2011 10:34 pm

If you need help scripting or with dialogue or anything like that, I'll help ya out.
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Wed Sep 14, 2011 2:15 am

I've looked at it. for your next level your might want to rearrange it after your program builds it to give it some large rooms. I'd like to do the clutter. question is do you mind me adding stuff? I was thinking of retexturing some of the imperial stone blocks to use your textures so that the walls are not so regular. and some unique containers for the critters food in there. and if you could retex some shelves and altars to match you tileset. that would be great. totally rotted tapestries would probably be a plus too. Or is that getting to be a little much? My apologies if it is, I got a little enthusiastic, sorry.

If you wouldn't mind my help i could get the first level cluttered in about a week or so. I am not the fastest modder in the world. And work full time. but i can get it done and toss it to you to see what you think.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Tue Sep 13, 2011 2:35 pm

I've looked at it. for your next level your might want to rearrange it after your program builds it to give it some large rooms. I'd like to do the clutter. question is do you mind me adding stuff? I was thinking of retexturing some of the imperial stone blocks to use your textures so that the walls are not so regular. and some unique containers for the critters food in there. and if you could retex some shelves and altars to match you tileset. that would be great. totally rotted tapestries would probably be a plus too. Or is that getting to be a little much? My apologies if it is, I got a little enthusiastic, sorry.

If you wouldn't mind my help i could get the first level cluttered in about a week or so. I am not the fastest modder in the world. And work full time. but i can get it done and toss it to you to see what you think.


oh, that would be great. :D
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Tue Sep 13, 2011 4:47 pm

just looked at it. nice tileset.

feedback:

1
I wonder how to reactivite the moving/hidden door. I can not pass it untill use TCL.

2
suggest remove the spikes in the trap pit. because, after I fall into the pit, I can see character stand on the spikes. actually stand at the bottom may looks better.

3
I think goblin shouldn't be there, how these creatures come into? there should only be undead and rat and maybe a few adventures and vampires.
I will glade to see if there is one or two adventures camp there. or an adventure traqed at the bottom of the trap pit and ask my help, then I put our clothes together to make a rope for he/she climb out.

4
the top of this tilset is made by wood, why? I think retexture it the same as walls may looks better.

5
for your next level your might want to r...... give it some large rooms

look forward to see large room.
User avatar
Cash n Class
 
Posts: 3430
Joined: Wed Jun 28, 2006 10:01 am

Post » Tue Sep 13, 2011 9:57 pm

2
suggest remove the spikes in the trap pit. because, after I fall into the pit, I can see character stand on the spikes. actually stand at the bottom may looks better.

3
I think goblin shouldn't be there, how these creatures come into? there should only be undead and rat and maybe a few adventures and vampires.
I will glade to see if there is one or two adventures camp there. or an adventure traqed at the bottom of the trap pit and ask my help, then I put our clothes together to make a rope for he/she climb out.

4
the top of this tilset is made by wood, why? I think retexture it the same as walls may looks better.

5

look forward to see large room.


2
He will probably need to remove collision from the spikes in order to have the player go "trough" the spikes. That also pulls out the fact that if it has no collision, it cannot colide with a NPC thus not being to harm him, cause damaging scripts rely on player coliding with stuff. If the tile of the floor is small enough he could make that an activator though.

3
I think goblin shouldn't be there, how these creatures come into?

Same way your adventurers did?

-------------------------------------------------

I myself vote for cramped spaces, it looks fenomenal! Keep it up :thumbsup:
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Wed Sep 14, 2011 2:40 am

Hi chaka.

about "2"
it's not need to be dead or even woud after player active the trap and fall into the pit. give player a chance if he/she have a fly potion or high jump atribbute.
so, the spikes need remove.

Same way your adventurers did?

me and adventurers get there by go through a door in mage guild, I'm not sure wether a goblin will say hello to mages before go into the door or not. :biggrin:
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Tue Sep 13, 2011 1:52 pm

I wonder how to reactivite the moving/hidden door. I can not pass it untill use TCL.

there is another hidden door, somewhere else in the dungeon, that allows you to continue to level 2.
But yes, I understand that once the first passage is closed, the player may suppose that cannot go further.


the top of this tilset is made by wood, why? I think retexture it the same as walls may looks better.


look forward to see large room.

the final boss, wull be the Beholder, and will have a larger room. Maybe, there will be also another larger room.

it's not need to be dead or even woud after player active the trap and fall into the pit. give player a chance if he/she have a fly potion or high jump atribbute.
so, the spikes need remove.

I will remove collision, and make them hurt you differently. In the final version, the player will have the chance to climb the walls, if he/she passes 2 tests of agility.


me and adventurers get there by go through a door in mage guild, I'm not sure wether a goblin will say hello to mages before go into the door or not. :biggrin:

:P, in the final version, the dungeon will have a proper entry, somewhere in the world. Goblins are supposed to be the guards of the beholder.
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Tue Sep 13, 2011 2:43 pm

let me know if you change the roof to stone. i was putting shrooms in the roof for signs of rot. and was going to work some boards in to make the roof more uneven/falling in looking.
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Tue Sep 13, 2011 5:41 pm

This looks pretty awesome AA! I'll keep an eye on this one!
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Tue Sep 13, 2011 11:07 pm

let me know if you change the roof to stone. i was putting shrooms in the roof for signs of rot. and was going to work some boards in to make the roof more uneven/falling in looking.


Maybe some areas will have the roof of stone, and the rest of wood.


http://img508.imageshack.us/img508/7840/screenshot58j.jpg :flamethrower:
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am


Return to III - Morrowind