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Dev Disco
 
PostPosted: Fri, Feb 13 2009, 17:24 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

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
 
PostPosted: Fri, Feb 13 2009, 21:07 PM 

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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?


 
      
Mahtan
 
PostPosted: Fri, Feb 13 2009, 21:16 PM 

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Location: That place with the green grass and that blue sky.

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
 
PostPosted: Fri, Feb 13 2009, 21:21 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

I tried that setup first, but found it rather cramped.

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Delarwyn
 
PostPosted: Sat, Feb 14 2009, 3:36 AM 

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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.. :D

It did look smaller and I liked it :D

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Dramatic_Prince
 
PostPosted: Sat, Feb 14 2009, 7:02 AM 

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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.

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Dev Disco
 
PostPosted: Sat, Feb 14 2009, 9:05 AM 

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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
 
PostPosted: Sat, Feb 14 2009, 16:05 PM 

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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.

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TormakSaber
 
PostPosted: Sat, Feb 14 2009, 19:19 PM 

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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.

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herkles
 
PostPosted: Sat, Feb 14 2009, 19:29 PM 

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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.

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Dramatic_Prince
 
PostPosted: Sat, Feb 14 2009, 23:01 PM 

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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?

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thaatiusphat
 
PostPosted: Sat, Feb 14 2009, 23:16 PM 

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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 ^^

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Last edited by thaatiusphat on Sat, Feb 14 2009, 23:20 PM, edited 1 time in total.

 
      
Dramatic_Prince
 
PostPosted: Sat, Feb 14 2009, 23:20 PM 

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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.

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thaatiusphat
 
PostPosted: Sat, Feb 14 2009, 23:22 PM 

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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 ^^

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Mahtan
 
PostPosted: Sat, Feb 14 2009, 23:24 PM 

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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
 
PostPosted: Sat, Feb 14 2009, 23:38 PM 

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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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Dramatic_Prince
 
PostPosted: Sun, Feb 15 2009, 2:41 AM 

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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 :lol:

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RigorIYIortis
 
PostPosted: Sun, Feb 15 2009, 13:46 PM 

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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.

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Dev Disco
 
PostPosted: Sun, Feb 15 2009, 16:47 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
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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.

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RigorIYIortis
 
PostPosted: Sun, Feb 15 2009, 18:06 PM 

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*huggles the chicken* w00t you rock!

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Mahtan
 
PostPosted: Sun, Feb 15 2009, 18:09 PM 

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Location: That place with the green grass and that blue sky.

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! :D

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Dev Disco
 
PostPosted: Sun, Feb 15 2009, 18:23 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
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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.

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Mahtan
 
PostPosted: Sun, Feb 15 2009, 18:35 PM 

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Location: That place with the green grass and that blue sky.

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
 
PostPosted: Sun, Feb 15 2009, 20:57 PM 

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Which version of the Manual of the Planes is that from, mine has nothing about the plane of shadow.

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Mahtan
 
PostPosted: Sun, Feb 15 2009, 21:09 PM 

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Joined: 28 May 2006
Location: That place with the green grass and that blue sky.

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
 
PostPosted: Sun, Feb 15 2009, 21:51 PM 

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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

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Dev Disco
 
PostPosted: Sun, Feb 15 2009, 22:10 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Made it darker, ok now?

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LetumLux
 
PostPosted: Sun, Feb 15 2009, 23:38 PM 

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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?


 
      
Mahtan
 
PostPosted: Sun, Feb 15 2009, 23:54 PM 

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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
 
PostPosted: Tue, Feb 17 2009, 12:14 PM 

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HRM Chicken I of Amia

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Made it darker. The poison traps are the wells that caused the fumes. The last one should also be undetectable.

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Dev Disco
 
PostPosted: Tue, Feb 17 2009, 22:07 PM 

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Fixed the trap and added a few negative holes.

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Xenos
 
PostPosted: Wed, Feb 18 2009, 0:07 AM 

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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."

:lol:

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MaliciousSwine
 
PostPosted: Wed, Feb 18 2009, 13:51 PM 

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Word Xenos, Nightwalkers are awesome.


 
      
Dev Disco
 
PostPosted: Wed, Feb 18 2009, 14:06 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Uce already got my wishlist. :D

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Dev Disco
 
PostPosted: Sat, Feb 21 2009, 9:32 AM 

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HRM Chicken I of Amia

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Location: Amsterdam

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
 
PostPosted: Sat, Feb 21 2009, 9:55 AM 

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Note: the outside Shadow Plane areas have a day/night cycle. They should be always night.


 
      
Delarwyn
 
PostPosted: Sat, Feb 21 2009, 13:12 PM 

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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. :D

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