Silgrad Tower from the Ashes

Full Version: BWRD0101 "Fort Carmine" (Completed)
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Official 'Black Marsh' Claim for Dungeon Claim: Fort Carmine



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Fort Carmine
AVAILABILITY: Completed by Edolsian


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[Image: Blackwood13.jpg]

[Image: Blackwood12.jpg]


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Description & Details


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Fort Carmine is likely to be the first location that the PC sees upon their entry into the Black Marshes. At present, there is only the skeletal structure of the Fort in place and therefore there is some freedom to develop the Fort's exterior as you see fit.

As Fort Carmine is the first piece of evidence of Imperial activity, it will also nonetheless be the first piece of evidence of Argonian dominance. Therefore, I recommend there being signs of a struggle in both of the interior and exterior as the site will have likely been the fallback point for any Imperial legions being pushed back out of the Marshes by the indigenous denizens of the place.

No quests are as yet planned so feel free to develop ideas as you see fit. However, some reference to 'Fort Swampmoth' might be useful here.


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At-a-glance Details


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Tileset: Fort Ruin
Exterior cell coordinates: (-17,13)
Cell Name: FortCarmine
Claim Difficulty: Easy-Medium.
Creatures: Some undead but mostly marsh creatures. 1-5 for easy levels up to 8 for medium.
Mission Connections: None as yet.
Amount of Loot: Low-Medium.
General Info: Check this space for a link to a thread detailing completed claims and future plans.


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Modding Directions


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You'll find the entrance for the ruin in the cell FortCarmine (-17,13) of the BlackMarshes worldspace. Use the latest esm (v2.10) or a higher version. IMPORTANT NOTICE - As yet, this area has not been named and there is no exterior door, starter cell or exterior clutter. Therefore, you may do this yourself or ask for a core member to do it..

It is advisable to make use of the set up and to set the door to be locked, thus leaving entry only via the rope bridge round the back. This is due to various (failed) attempts to strengthen the Fort and it may be tied into the quest.

Don't forget to select snap to grid (32-64) and snap to angle, when creating the lay-out for your ruin.

You have to use the Fort Ruin tileset (Static>architecture>dungeons>FortRuins>Dungeon).

If you have plans to further develop this Fort, then it's fine to add more levels as suggested but please inform the core as we will eventually work on our largest Fort, Fort Swampmoth and you may find your skills best suited to this task. Just put any new levels into their own cell by using the same name, except for the last part which should receive a suffix such as lvl1, lvl2 etc.


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Recommended Objects


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For any traps I recommend checking the original vanilla dungeons for inspiration but there are also websites informing you of the best Forts to try for traps. Please let me know if you need help in this regard.
If you find something in the CS you'd like to use then just right-click on it and 'use info' to check the item in question. But PLEASE REMEMBER always load up again if you have ventured into Tamriel as any changes outside of the BM worldspace can corrupt the mod, however small. This will make your hard work pointless!

For inspiration check people's favourite Fort Ruins such as my own favourite Fort Grief but there are websites where people describe their best experiences and this is what we should ideally be aiming for.


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Cluttering your Dungeon


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You should use leveled lists for the loot but the ruin may be being used by some person or creature so you may wish to select accordingly. Ask around the forums for special loot if you wish to add some character to the ruin such as who once lived there and so on.

There could possibly be some gems, armor, weapons, gold, and other loot from travelling adventurers. If magic-users have taken over the ruins, then you’d find ingredients, books, potions, and other mage-related items. Some special items might also be found - please ask if there is anything you might like to use as a 'prize' or make your own suggestion BEFORE ADDING IT.

The preferred type of enemy for this ruin is listed at the top of this thread. You might be able to do something else though if you want - just check with the core first and we'll discuss this. However, for the time being, please keep to the vanilla levelled lists which can later be replaced.


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Lighting up your Dungeon


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Please look in the object window for any of BM's own lights and candles. However, a Fort Ruin is likely to use Imperial lighting. Your tomb can be as dark or as light as you want it to be. For a good example of excellent use of light of the very, very dark variety which really improves the gameplay of a ruin or tomb, I would advise checking out the early sections of ‘Gates to Aesgaard’ by ThePriest909 which makes for a sensationally spooky and jumpy gaming experience.


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Making Enemies


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The function of this ruin is up to you but, so that we can adapt it in places where quests use this location, please stick to the levelled lists for now....unless you have cleared your plans for what to use with the core already by using the forums or a PM. Try to make it interesting for the player, of course. If you have any specific ideas then let the core know about it.


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Final Tasks


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Add a pathgrid to the ruins/tomb. Playtest the entire layout and make any necessary corrections before submitting it for review.

NB: - Thanks to the 'Silgrad Tower' team for pioneering the claims system and for being such excellent all-round good eggs around these forums.[/quote]
This one is now complete and will be available to visit in the next esm. :check: