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Author Topic: Some level works for my mod "The Dark Palace"  (Read 10161 times)

Offline Kva3imoda

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Some level works for my mod "The Dark Palace"
« on: July 18, 2015, 05:52:40 AM »
Trying to create a shipwreck.

« Last Edit: July 18, 2015, 06:19:54 AM by Kva3imoda »

Offline Phanjam

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Re: Some work for my mod "The Dark Palace"
« Reply #1 on: July 18, 2015, 06:04:10 AM »
Hi Kva! Ket me know if you want your own sub-forum for "Dark Palace".

Your meshes are looking great as always ;)



Offline Kva3imoda

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Re: Some work for my mod "The Dark Palace"
« Reply #2 on: July 18, 2015, 06:11:19 AM »
Hi Kva! Ket me know if you want your own sub-forum for "Dark Palace".
You mean to do it a little more organized?  :)
Well, that would be great. I have several topics related to my mod.

Offline Wolven

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Re: Some level works for my mod "The Dark Palace"
« Reply #3 on: July 18, 2015, 12:40:27 PM »
I've set up a board for you.  ;)

Offline Kva3imoda

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Re: Some level works for my mod "The Dark Palace"
« Reply #4 on: July 18, 2015, 01:51:14 PM »
Oh thanks, Wolven! I like this title.  :D

Offline Kva3imoda

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Re: Some level works for my mod "The Dark Palace"
« Reply #5 on: July 26, 2015, 02:40:11 AM »
Ok, I'll tell you about my starting area and how I want to do it.
As you know, create a complete quality level is difficult. You need experience, a lot of time and a great desire. What if you do not have something like I? :)

I use a simple method that allows me to get what I want.

My task:
I need a beautiful wild mountain terrain with no trace of civilization. No buildings, no ruins, only a wild nature.
Moreover, I need a generated location so I need chunks.

My method is simple - open the needed chunks and change them.  Remove all traces of civilization and, if necessary, replace them with something suitable (stones, rocks, trees).

It should look something like this:



Note that I did not remove "the events" and some "the lootables" - later I replaced them with my own.
Pay attention to The Bridge - it is a necessary part of this piece. I replaced this bridge on the rocks with an invisible floor.

For the beginning I plan to use 1-2 variant for my location:



In total I have 21 chunks. Each piece contains 2-5 variants as a result we have a huge amount of work(32-50 chunks for 1 variant)  :-[ , but it is much easier than creating it from scratch.  ;D

When I finish a replacement, I will get the necessary wilderness.  Then begin the next stage - events, dungeons, lootables.
« Last Edit: July 26, 2015, 05:15:36 AM by Kva3imoda »

Offline Kva3imoda

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Re: Some level works for my mod "The Dark Palace"
« Reply #6 on: July 26, 2015, 12:17:38 PM »
Let's talk about dungeons.

In my starting location we can forget about classic dungeons - ruins, castle cellars, catacombs, etc., so we need "wild" dungeons.
I plan to use a variety of caves and dens.  :)

Properly speaking there will be two types of caves which have a different appearance. I'll explain what I mean.

The scheme of my "Journey":


Tags:
Spoiler
1. Town in the colony. Air terminal.
The character creation menu .
According to the story , we choose a hero ready to go home - back to the Empire to the Red Haven city .

2 . Airship(embercopter) flight and its wreck during a storm.
There might be a small movie tells about the beginning of the story and adventure.

3. Mountains. Crash site of the airship. The sole survivor - our hero. Location unknown.
This location is where the player will be able to meet with the inventory, gameplay and explore the basic skills of interaction with objects. Exit from this location is only one - the entrance to a dark cave.

4. Cave system.
Just cave. Many caves.

5. Dark Palace. Consists of many different levels.
At the beginning a player comes to the lower levels of the palace - sewer and ancient cellars, then slowly move up.
Levels are built in different biomes.

6. Portals.
Way to other worlds and dimensions. Looks like portal beast tasks.

7. Towers.
Bosses live here. There should be two Towers and one Maintower.

You see that I have a huge cave at the exit of the starting area[3], moreover this is a passage to the next location "Cave system"[4]. This is an ancient cave with stalactites and stalagmites.



When you find this cave, you immediately realize that it is special.

Other caves - "mini-dungeons" has a different design. This is young small caves and dens.



Such caves and dens differ in size. The Cave - a large area, and The Den - a very small area.
Create a den is very simple, it is convenient. There would live dangerous animals, lying valuable loot and experience, you can get it if you do not die.  :D

Example:



In starting area will be a lot of "mini-dungeons." You will be able to get into every hole and learn how warbeasts live.  :D
« Last Edit: July 26, 2015, 02:05:54 PM by Kva3imoda »

Offline gytfunke

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Re: Some level works for my mod "The Dark Palace"
« Reply #7 on: July 26, 2015, 01:00:16 PM »
Awesome, Kva3i!

It gets more and more exciting!

Offline Kva3imoda

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Re: Some level works for my mod "The Dark Palace"
« Reply #8 on: July 26, 2015, 02:02:14 PM »
Thanks, gytfunke.  :)

Yup, it looks great, but now it is more a concept than a real location.  :-[ I really want to do it, but I need more time and desire.

UPD: Oh, guys. If you have ideas about the "wild" and "crashsite" events you can share it with me. I have some ideas, but it is not enough. :)
"The corpse - the best beast dinner"
"Sturmbeorn-scout"
"Resting swarm"
"Bats tree"
"Spider ambush"
"Exploding engine"
"Dying passenger"
« Last Edit: July 26, 2015, 02:29:59 PM by Kva3imoda »

Offline gytfunke

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Re: Some level works for my mod "The Dark Palace"
« Reply #9 on: July 26, 2015, 05:08:15 PM »
Cave-In:
One of the caves you walk into closes shut behind you, forcing you to find your way out through dangers unknown...

Malignant Ice Spirit:
An evil spirit has created a beautiful shrine (of stone and ice) to keep its treasured possessions and does not appreciate intruders.

Falling Zeppelin Debris:
Parts of the zeppelin appear to still be falling from the sky.  Watch out!

The Howling Wind:
The wind blows frighteningly strong in some passes of the mountain.  Occasional gusts knock the player (and any nearby monsters) back and chill them to the bone, dealing cold damage over time.

Offline Kva3imoda

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Re: Some level works for my mod "The Dark Palace"
« Reply #10 on: July 28, 2015, 12:06:48 PM »
Cave-In:
Malignant Ice Spirit:
Falling Zeppelin Debris:
The Howling Wind:
Thank you very much gytfunke!  :) You more than anyone help me with my mod.

And an interesting idea from my friend:
"Forgotten old dwarf outpost"
« Last Edit: July 28, 2015, 12:15:26 PM by Kva3imoda »

Offline gytfunke

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Re: Some level works for my mod "The Dark Palace"
« Reply #11 on: July 28, 2015, 10:29:56 PM »
Well, I can't wait to see it, Kva3i!   :D

Offline Kva3imoda

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Re: Some level works for my mod "The Dark Palace"
« Reply #12 on: July 31, 2015, 03:46:52 AM »
New event from my friend:
"Shining fuel" - The power engine exploded. Fuel - ember fell out and lies in a shining  pile. This pile emits dangerous emission.

Offline Kva3imoda

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Re: Some level works for my mod "The Dark Palace"
« Reply #13 on: July 31, 2015, 01:56:54 PM »
"The Matrix"

The hero finds a strange mushroom. After eating it, our hero "falls asleep." Then wakes up in a strange place - Netherrealm. Around hanging chained people like our hero. Netherims with magical devices pull a "magical energy" from human bodies. Then the overseer notices the problem and fix it - lulls the hero. Hero comes back.  :)

Offline gytfunke

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Re: Some level works for my mod "The Dark Palace"
« Reply #14 on: July 31, 2015, 07:11:18 PM »
Haha!  That's awesome.

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