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[ 37 posts ] |
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Dev Disco
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Posted: Fri, Feb 13 2009, 17:24 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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I moved SS to B. The same rift in the Trummels is in place. I guess I can make one in B as well if you feel that's needed.
I chopped the Academy a bit. Threw away two classrooms, half the bunk beds, a shop, 500 tables and chairs, vegetables, and two bedrooms. I doubt any of those were really used and now you don't have to walk a mile to get somewhere.
I expanded the library a bit and added a cellar with two training rooms and a healing fountain.
Tell me if you see any bugs and give suggestions for updating the convos.
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Carter
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Posted: Fri, Feb 13 2009, 21:07 PM |
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Player
Joined: 15 Aug 2005
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Dev Disco wrote: I moved SS to B. The same rift in the Trummels is in place. I guess I can make one in B as well if you feel that's needed. It would probably be best, logically, so people can go there without having to spam their way into A first. Dev Disco wrote: I chopped...a shop...
Not one of the SD-specific shops, I hope?
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Mahtan
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Posted: Fri, Feb 13 2009, 21:16 PM |
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Player
Joined: 28 May 2006 Location: That place with the green grass and that blue sky.
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Things are looking great:
*The PC Instructor class room is now the large class room.
*Training room now in the cellar
*Large room is now teachers lounge
*Lobby is cleaned up some
*Library is improved and expanded
*Student store now has all merchants int he same room
*Student NPCs now sit in thier chairs
*Dorms are now a nicer size
*NPC teachers will hang out in the teachers lounge
*The two good rentable bedrooms are still in
Things that could change:
*A rift on B
*The reset long buyable rooms script added to rentable bed rooms
*A way for the NPC instructors to actually switch class rooms every now and then. Every reset they take turns switching from Teachers Lounge to Class Room?
*Student store, have a set up kind of like this. http://i209.photobucket.com/albums/bb99 ... cademy.jpg
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Dev Disco
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Posted: Fri, Feb 13 2009, 21:21 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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I tried that setup first, but found it rather cramped.
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Delarwyn
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Posted: Sat, Feb 14 2009, 3:36 AM |
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Player
Joined: 09 Dec 2007 Location: Aligators land...
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I would vote for a rift in B, but keep one in A if possible
I am only lvl 8 SD so no access to the student store yet. I will be leveling her last SDs lvls and will take a look..
It did look smaller and I liked it
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Del's Characters Entry - Amiawiki.
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Dramatic_Prince
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Posted: Sat, Feb 14 2009, 7:02 AM |
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Player
Joined: 11 Sep 2008
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Would it be possible for the rift to work both ways?
It seems like the abyss rift turned to one way so once you get in there's no getting out. If I'm not mistaken, perhaps a fix to two-ways is in order.
_________________
Prescia the Pristine Voice
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Dev Disco
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Posted: Sat, Feb 14 2009, 9:05 AM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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It is two ways, but I admit I didn't test going back to A. It did work from A to B.
The reasons why I didn't make a rift on B yet are simple: the current one comes from A and it would be weird if it puts you back to another place, and I have no clue where I could sensibly put a rift on B yet. Didn't think about it either, though.
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RigorIYIortis
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Posted: Sat, Feb 14 2009, 16:05 PM |
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Player
Joined: 20 May 2007 Location: Delaware, USA
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Could you possibly make a way to actually get onto the plane of shadow past the gates? Would be great for some "class field trips" or to actually be able to venture there in order to "find your shadow". As well as dangerous and interesting landscapes, monsters, people.
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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TormakSaber
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Posted: Sat, Feb 14 2009, 19:19 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Err, "find your shadow"?
And you can't go because "out there" is filled with a poisonous, corrosive, deadl gas thanks to some natural disasters in the place.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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herkles
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Posted: Sat, Feb 14 2009, 19:29 PM |
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Player
Joined: 18 Feb 2007
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I did think it would be neat to have some wilds of the shadow plane here, highly dangerous and not easy to travel through yet for those brave or stuiped enough to do so they can travel through it, chance of death is high though. Perhaps also be able to travel from areas to other areas, as I believe it can be used to get from one spot in the materiel plane to another.
_________________ (
made by Gem.
Elven information links
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Dramatic_Prince
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Posted: Sat, Feb 14 2009, 23:01 PM |
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Player
Joined: 11 Sep 2008
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Dev Disco wrote: It is two ways, but I admit I didn't test going back to A. It did work from A to B.
Not to hijack the thread here, but I was referring to the Abyss not having a way back. It is used to be two ways back on A, no?
_________________
Prescia the Pristine Voice
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thaatiusphat
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Posted: Sat, Feb 14 2009, 23:16 PM |
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Player
Joined: 15 Feb 2007 Location: Hiding somewhere in the shadows
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The abyss still has the way out in Paush's temple, as that is really the only way out, and has been the only way out besides a portal rod for as long as I can remember.
Edit: Also, when it was on Amia A, I think it was just one way in, one way out kind of deal. Now it's just two in and one out... consider it a blessing?
In addition, just gotta add that I like how the new academy was set up, and now rather glad that I can get to my favorite temple without having a crowded Amia A to worry about when I want to RP there ^^
_________________ Murio Aers ~ High Priest of Mask Keth Aers ~ Shadow Puppet Mage Mishi ~ Innocent Paladin of Bahamut
Last edited by thaatiusphat on Sat, Feb 14 2009, 23:20 PM, edited 1 time in total.
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Dramatic_Prince
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Posted: Sat, Feb 14 2009, 23:20 PM |
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Player
Joined: 11 Sep 2008
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Mhmm, it only leads back to the new portal in B.
There's no choice to go back to the old portal in A.
_________________
Prescia the Pristine Voice
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thaatiusphat
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Posted: Sat, Feb 14 2009, 23:22 PM |
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Player
Joined: 15 Feb 2007 Location: Hiding somewhere in the shadows
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Honestly... I think the one portal back from the abyss works just well, shows just how much Paush doesn't care about the convenience for mortals ^^
_________________ Murio Aers ~ High Priest of Mask Keth Aers ~ Shadow Puppet Mage Mishi ~ Innocent Paladin of Bahamut
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Mahtan
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Posted: Sat, Feb 14 2009, 23:24 PM |
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Player
Joined: 28 May 2006 Location: That place with the green grass and that blue sky.
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The portal on A should be removed IMO. Its a place infested with magic eating things. Just say they finally finished off the portal. Problem solved.
Shadowscape should do the same. Just need to re-direct the rift to a chosen place in B.
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Delarwyn
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Posted: Sat, Feb 14 2009, 23:38 PM |
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Player
Joined: 09 Dec 2007 Location: Aligators land...
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herkles wrote: I did think it would be neat to have some wilds of the shadow plane here, highly dangerous and not easy to travel through yet for those brave or stuiped enough to do so they can travel through it, chance of death is high though. Perhaps also be able to travel from areas to other areas, as I believe it can be used to get from one spot in the materiel plane to another.
I actually like this!!! QFE
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Del's Characters Entry - Amiawiki.
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Dramatic_Prince
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Posted: Sun, Feb 15 2009, 2:41 AM |
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Player
Joined: 11 Sep 2008
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Mahtan Tasadur wrote: Shadowscape should do the same. Just need to re-direct the rift to a chosen place in B.
Need to find a spot near to a cosy little cove that is like Amia forest
_________________
Prescia the Pristine Voice
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RigorIYIortis
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Posted: Sun, Feb 15 2009, 13:46 PM |
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Player
Joined: 20 May 2007 Location: Delaware, USA
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herkles wrote: I did think it would be neat to have some wilds of the shadow plane here, highly dangerous and not easy to travel through yet for those brave or stuiped enough to do so they can travel through it, chance of is high though. Perhaps also be able to travel from areas to other areas, as I believe it can be used to get from one spot in the materiel plane to another.
If I was one of the dev's/builders I would totally do this up. I love to build and am damn good at it. BUT I'm not one of the builders here so I can't. But someone SHOULD.
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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Dev Disco
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Posted: Sun, Feb 15 2009, 16:47 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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You're lucky I am having a hangover that doesn't allow me to a lot but toying around with areas. Just added two for the shadowplane. Take the east gate.
_________________ Say 'no' to JSBF!
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RigorIYIortis
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Posted: Sun, Feb 15 2009, 18:06 PM |
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Player
Joined: 20 May 2007 Location: Delaware, USA
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*huggles the chicken* w00t you rock!
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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Mahtan
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Posted: Sun, Feb 15 2009, 18:09 PM |
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Player
Joined: 28 May 2006 Location: That place with the green grass and that blue sky.
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Few things.
*The Shadow Plane areas could use a much darker lighting
*The Shadow Plane doesn't have weather like rain and such. It's just always cold
*Love the trees
*The desert tile fits really well, to make sence lore wise as well. The rift on B should be put somewhere near the Desert.
Awesome to see these in!
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Dev Disco
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Posted: Sun, Feb 15 2009, 18:23 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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The rain is a mistake, but according to some stuff I read the Shadow Plane is not dark. It's gray and devoid of colour.
_________________ Say 'no' to JSBF!
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Mahtan
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Posted: Sun, Feb 15 2009, 18:35 PM |
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Player
Joined: 28 May 2006 Location: That place with the green grass and that blue sky.
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Theres also no light. Really the whole place should be like a really dark black and white TV. I guess since we can't do that on NWN the easiest way was making it darker.
Quote: PLANE OF SHADOW It is the toxic plane of darkness and power. It is the hidden place that hates the light. It is the frontier of worlds unknown. The Plane of Shadow is a darkly lighted dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also coterminous to other planes. With the right spell, you can use the Plane of Shadow to visit other realities. The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise appears similar (but not exactly identical) to the Material Plane.
The first lines on it from the Manual of Planes.
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RigorIYIortis
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Posted: Sun, Feb 15 2009, 20:57 PM |
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Player
Joined: 20 May 2007 Location: Delaware, USA
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Which version of the Manual of the Planes is that from, mine has nothing about the plane of shadow.
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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Mahtan
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Posted: Sun, Feb 15 2009, 21:09 PM |
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Player
Joined: 28 May 2006 Location: That place with the green grass and that blue sky.
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I only know of two Manual of the Planes. A 3.0 version (This one) And this new 4.0 one that absolutly sucks
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RigorIYIortis
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Posted: Sun, Feb 15 2009, 21:51 PM |
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Player
Joined: 20 May 2007 Location: Delaware, USA
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My bad, I was looking at an archaic AD&D book titled: A DM guide to the planes. I've got the Manual of the Planes 3.0 version open now. And something came up the other night during some ooc downtime in game. The Negative Material Plane. I'm going to be posting this elsewhere, but anyone who has visited Darkhold Keep and ventured onto the Negative Material Plane from there...well let's just say they didn't
_________________ [img]http://img.photobucket.com/albums/v648/DaVagabond/gifs/snakeline1.gif[/img] Currently Plays: Luth'oloth Darkspear Argith d'Tinnerai Kratoskorne Mirshann Kil'ani Raevil
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Dev Disco
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Posted: Sun, Feb 15 2009, 22:10 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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Made it darker, ok now?
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LetumLux
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Posted: Sun, Feb 15 2009, 23:38 PM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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I think it could stand to be darker still. I'd be nice if people with Darkvision/Low-light vision/Ultravision had an edge there, and a bit darker would held masque the color of the tileset more.
Also, what about adding a check similar to the Save vs. Chaos in the Abyss; say, a Will Save or you become disoriented from the constant shifting of the Plane, represented by, say a daze-like affect, or blindness? I'd say Confusion, but I think it should be something that still allows the PC to move around, just be disoriented.
The trap surrounding the waterfall at the very end of the spooky forest is detectable and can be disarmed: was this intentional?
Also, negative energy bleeds over into the Shadow Plane in places where the darkness is particularly dense. Maybe some additions of negative energy traps (or feedback checks on entry) would be fun?
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Mahtan
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Posted: Sun, Feb 15 2009, 23:54 PM |
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Player
Joined: 28 May 2006 Location: That place with the green grass and that blue sky.
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Both sounds like grest ways to simulate the Dark Mirages and Dark Lands. Theres also a rare chance of "Shadow Quakes" which would just be an Earth quake <.<
And Darker yes. Maybe even darker than Shadowscape honestly.
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Dev Disco
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Posted: Tue, Feb 17 2009, 12:14 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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Made it darker. The poison traps are the wells that caused the fumes. The last one should also be undetectable.
_________________ Say 'no' to JSBF!
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Dev Disco
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Posted: Tue, Feb 17 2009, 22:07 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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Fixed the trap and added a few negative holes.
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Xenos
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Posted: Wed, Feb 18 2009, 0:07 AM |
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Player
Joined: 03 Jan 2007
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I would like to see Nightwalkers *nod*
Could use a shadow and up its size by like 200%. Nightwalkers are 20 foot tall. And, most importantly;
"Crush Item; A Nightwalker can destroy any weapon or item of large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. this is a standard action. the nightwalker must make a successful disarm attack to grab an item held by an opponent."
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MaliciousSwine
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Posted: Wed, Feb 18 2009, 13:51 PM |
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Player
Joined: 03 Jul 2008 Location: California, USA
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Word Xenos, Nightwalkers are awesome.
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Dev Disco
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Posted: Wed, Feb 18 2009, 14:06 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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Uce already got my wishlist.
_________________ Say 'no' to JSBF!
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Dev Disco
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Posted: Sat, Feb 21 2009, 9:32 AM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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O, I added some critters. They are aimed at level 13/14, I think. Probably nice for initiating upcoming dancers, and a range that we don't have a lot on B yet.
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LetumLux
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Posted: Sat, Feb 21 2009, 9:55 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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Note: the outside Shadow Plane areas have a day/night cycle. They should be always night.
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Delarwyn
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Posted: Sat, Feb 21 2009, 13:12 PM |
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Player
Joined: 09 Dec 2007 Location: Aligators land...
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I liked the crits Disco. And the traps shadowy like. I didnt see a cycle of day and night, but I wasnt there for too long.
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Del's Characters Entry - Amiawiki.
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