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High Level Adventures


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#21 -Ashara-

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Posted 03 June 2005 - 11:01 AM

I think I'll start purely with adding character quests, and work up to the rest. I'm looking at getting net connected in August, so once that is up and running and I can share files and suchlike I'll look at the whole mod concept again and see how much interest (and help!) I can generate.



It sounds like a good plan. Good luck. :)

#22 Mr.WeaseL

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Posted 15 June 2005 - 05:21 AM

Between this mod and RtW, people might actually play ToB again ;)

#23 Sir BillyBob

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Posted 15 June 2005 - 05:17 PM

Modifying the Worldmap is no big deal. The only problem is if another mod also adds areas to the map. Then you get "The Big Picture". I don't think any mods add to the ToB map though. Even if they do, work with that team to make sure you share the same map between your mods. Sounds like it may be awhile before you are ready to do the areas anyway. So just think about it.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#24 Cuv

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Posted 18 June 2005 - 12:56 PM

One of the things that I liked best about SOA was the character's individual quests. One of the things I disliked about TOB was the fact noone seemed to recognise your party have become amazingly powerful (Archmages, High Priests etc.) even after they slaughter an entire army sent to capture them! So I decided to kill 2 birds with one stone! Introducing...

<Snip>

> Mazzy is asked to help combat a great evil that threatens the land. Along the way her faith is tested. If she performs her task and keeps her faith her God may allow her to become a full Paladin.

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RTW :P To strengthen ToB has been our goal since it hit the stores. But go right ahead and do it another way too, we can never have too many ToB quests. RTW WILL be released, but when is the million dollar question. :devil:

Cuv

#25 the bigg

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Posted 18 June 2005 - 01:04 PM


> Mazzy is asked to help combat a great evil that threatens the land. Along the way her faith is tested. If she performs her task and keeps her faith her God may allow her to become a full Paladin.

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RTW :P To strengthen ToB has been our goal since it hit the stores. But go right ahead and do it another way too, we can never have too many ToB quests. RTW WILL be released, but when is the million dollar question. :devil:
Cuv

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AND, there is also my Mazzy the Paladin Mod (however mine takes place in SoA).
I suspect a lot of people dislike 2nd edition :P

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#26 Tydirium

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Posted 18 June 2005 - 02:01 PM

AND, there is also my Mazzy the Paladin Mod (however mine takes place in SoA).
I suspect a lot of people dislike 2nd edition  :P

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And I suspect a lot of people like 2E and dislike 3E, too.

Especially since 3E is neither a third edition or even D&D except in brand name.

#27 -Guest-

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Posted 20 June 2005 - 09:18 AM

I personally dislike 3ED, simply because the characters sound like a horrible mish-mash: I dislike "Dwarven mage-priest-ranger-assassins" and "Moon Elf paladin-warrior-illusionists". Phrases such as "take a level of paladin" just jar horribly with me.

But anyway, that is a topic for another time. I have been working on a few quest ideas, but have found that the major problem so far is area art. As already mentioned TOB is railroaded to the max, and most of the existing areas are pretty limited in scope, making new areas an inevitability. I have been looking at reusing and changing existing areas but I don't want them to stick out from the regular TOB areas too much...

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#28 Rabain

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Posted 20 June 2005 - 02:22 PM

You can usually use reworks of a few area's to get something that fits nicely...cutting out walls, hallways, rooms and rearranging them. Outdoor area's likewise...you can clone several aspects of an area to remake it completly while keeping the original feel.

If you have a floor/area plan you could always ask on a forum for a volunteer to make an area or two.

If you have specific idea's in mind PM me and I might have a go at it for you. So long as it is not 10 area's!

For example saying something like "Take Amkethran, get rid of the Monk compound, expand the buildings set in the cliff face all the way across the map so that it is a cliff town. Get rid of the little temple and have the area open and walkable" would be something that I could possibly do.

Never any harm in asking!
A knight without armour in a savage land...

#29 -Guest-

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Posted 21 June 2005 - 03:24 AM

I know good area artists are about as rare as good vocal artists in the IE modding community, so I wanted to try and work out the areas myself to begin with. I'm currently using quite heavily modified BG1 areas due to their more "generic" nature, but I'm worried they might stand out from the other TOB areas. Areas I am currently working on include:
An elven village
A druids grove
A rural village

Can you tell I'm working on a forest themed quest?? :)

#30 Rabain

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Posted 21 June 2005 - 01:00 PM

Having a go at one of the few outdoor area's in ToB this evening I did a quick rework adding in some buildings and rearranging the landscape.

Might not be what you are looking for but gives you (and others) an idea of what might be possible with PS (Clone Stamp and Layers rule)

Link to Area Thread at Blackwyrm
A knight without armour in a savage land...

#31 -Guest-

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Posted 22 June 2005 - 02:47 AM

Ay Caramba!

That's one fine area. As mentioned I don't have net connection at home yet, so I can't check it against the existing area, but it sure looks sweet. I don't currently have access to PS or PSP, and do my image editing using the GIMP. How do you keep the ground looking so unbroken when rearranging the area? I found it difficult to keep the ground texture without it looking either broken or too uniform.

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#32 Rabain

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Posted 22 June 2005 - 04:00 PM

That is the sweetness of PS's Clone Stamp, Layers and I find the ability to have a sliding Opacity level on the Eraser feature invaluable.

If I have Layered a particular feature and moved it across the map I use the Eraser on a low Opacity (20%) to blend it with the area underneath. I fthe area underneath happens to be a tree or rock I use the Clone Stamp to copy some grass over it.

Finally I usually add the footpaths last, using the Clone Stamp and then blend it with the grass using the Clone stamp on 50% Opacity along the footpath edges.

I don't know if the Gimp has these Tools but for understandings sake I'll describe each.

Clone Stamp: allows you to copy the area directly under the brush and "paste" it somewhere else on the map immediately again using the brush.

Layer: I think you know this, a separate image copied from a selection of a specific area of the original.

Eraser: erase any part of an image/layer to a given degree (opacity)

Opacity: decide how transparent a layer/eraser/brush will be in %.
A knight without armour in a savage land...

#33 -Guest-

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Posted 23 June 2005 - 03:08 AM

Cool, cheers, I'll give that a try tonight.

Thx for all the help :D