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Dungeon List



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Dave
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PostPosted: Tue Dec 08, 2009 11:37 pm    Post subject: Dungeon List Reply with quote

We'll use this thread to keep track of the dungeons.

I have already set up all of the interior with IDs ready in the Ashlands esp so if anyone wants to make an interior, it would be best to wait for Phitt to merge and release the master.

I've finished Assurnabitashpi's interior. I'll post some screenshots soon.
It's the same layout as TES3. We can add anything where we want as the pieces just snap into place.

Dwemer:

Bthuand
Bthungthumz
Druscashti

Daedric:

Assurnabitashpi
Ebarnanit
Zergonipal

Cave:

We'll wait for the set

Tomb:

We'll wait for the set

Stronghold

No tileset


Last edited by Dave on Wed Dec 09, 2009 3:27 am; edited 1 time in total
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Dave
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PostPosted: Wed Dec 09, 2009 3:26 am    Post subject: Reply with quote

I've finished Assurnabitashpi's main level, and completed Bthungthumz.

I've also made the layout for both Zergonipal and Ebarnanit.

The other Dwemer ruin, Bthuand was completed earlier this year however the cave tranny piece is/was missing.
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InsanitySorrow
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PostPosted: Wed Dec 09, 2009 11:56 am    Post subject: Reply with quote

Thanks Dave, would you mind getting a couple of reference screenshots, say one for each dungeon so we can put up cliams?

Claims are going to be the only way to properly organize.
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Dave
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PostPosted: Wed Dec 09, 2009 4:02 pm    Post subject: Reply with quote

Yeah, but the dungeons we can create I am happy to make - they won't take long.

The caves and tombs will be the longest section and if we cannot get tilesets for caves I might try make some. Same with the strongholds.
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Dave
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PostPosted: Wed Dec 09, 2009 5:16 pm    Post subject: Reply with quote

Btw I think posting screenshots of the dungeons will over complicate things a bit. There are maps on internet sites that I'll link to.
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InsanitySorrow
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PostPosted: Wed Dec 09, 2009 6:10 pm    Post subject: Reply with quote

I wanted to give a reference pic for each of the claims, but since you offered to finish the current dungeons that can wait.

How about we open up a claim(s) for the landscaping for the Ashlands, lets try and use the help on offer.
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Rowan
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PostPosted: Wed Dec 09, 2009 7:10 pm    Post subject: Reply with quote

We need to make sure that these dungeons are actually fun for the player, not just the cookie cutter dungeons mostly found throughout vanilla OB and MW. Most of the time these days I hardly go dungeon diving, just because I know there won't be anything of interest down there. Kill a few bandits, unlock a few chests, dodge some traps, etc... quite boring after a while. Filling in the landscape should not be the only purpose of a dungeon.

Each dungeon should be unique in a some way. A special loot item, a unique puzzle, a difficult enemy, a small quest, an enemy with a story, something explaining why the dungeon is there, something to challenge the player, etc... not anything too big or fancy, but enough to keep things interesting. It might be a little more work, but I believe well worth it if it keeps the player entertained and eager to explore more dungeons.

However. Right now, the plan is probably to just get everything to a playable state right? So I suppose the special stuff can wait. Maybe we can do all that at the same time we work on quests, NPCs, etc.. But it's likely that some of these special features will influence the structure of the dungeon. It would be prudent to think of something for each dungeon maybe. We don't have to implement it quite yet, but just so we have a better idea for the layout of the dungeon to avoid unnecessary work.
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Dave
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PostPosted: Thu Dec 10, 2009 1:05 am    Post subject: Reply with quote

Absolutely. I too want as many dungeons as unique as possible.

The dungeons I've made so far however, are based exactly on the originals. I did this just to get them finished - but that doesn't stop anything from being changed like you say.

Druscashti had a huge lift + puzzle system that was WIP by SpeedyB, I think. That was looking great.

In Bthuand, we planned to expand the collapsed wall area that wasn't accessible in TES3, leading to more of the dungeon.

We're also planning on relating a lot of dungeons to quests.

Keep in mind most dungeons are caves and tombs.
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Deeza
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PostPosted: Thu Dec 10, 2009 11:14 pm    Post subject: Reply with quote

What's the situation with the tombs and caves?

Now that we're working with Phitt towards a single quest, would it be possible to use his?
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Rowan
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PostPosted: Thu Dec 10, 2009 11:20 pm    Post subject: Reply with quote

Yes, that's mostly what we decided to do. We're currently trying to finalize this main plot that spans both Sheogorad and the Northern section of Vvardenfell.

I believe the tomb tileset is pretty much complete - so they will be ready to work on as soon as we get the latest ESM and assets from Phitt.
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InsanitySorrow
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PostPosted: Thu Dec 10, 2009 11:45 pm    Post subject: Reply with quote

Dave offered to finish the caves ect posted in the OP, though I think he is doing the basic layout ready for someone to add detail ect. Couldn't ask him to do it all.

MQ is going to be a joint quest with Sheogorad now, we jsut need to finalize the questline and work out which parts play out where.
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Dave
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PostPosted: Thu Dec 10, 2009 11:52 pm    Post subject: Reply with quote

I'm doing the dungeons I can make with what we've got - I wouldn't want to do all of the caves or tombs, but if it's necessary to complete our goal it'll have to be that way. We've got help from Rowan and a few other now though as well. I've done the Daedric ruins and the Dwemer ruins aside from Druscashti which SpeedyB was working on.

Once the alpha is released all of the interior cells for the Ashlands will be included and work on the tombs can start.
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