04-02-2010, 07:06 PM
Official 'Black Marsh' Claim for Dungeon Claim: Mokumalata Ruins
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Mokumalata Ruins
AVAILABILITY: Began by Ibsen's Ghost for the first level; now open
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Description & Details
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Mokumalata lies at the centre of a lake that separates the Blackwood region from the Naga-Cradle Jungle. To the North lies the waterfall along the banks of which can be found Pholmolo and to the East lies the Paatru settlement of Glok-Chuba.
As such, Mokumalata is a prime location for Imperials fleeing from Argonian and Paatru attacks...but they will not find themselves welcome should they enter! For Mokumalata is a place tainted by Bhuru magic and it is structurally unsound. It is partly collapsed, resulting in a part-cave, part-ruin system that is riddled with traps such as whipvines and covered in roots.
Mokumalata has already been claimed and half-completed by myself. The difficult job of deploying roots and merging the tilesets has been completed and now all it needs is to be finished off. I will return to this if it is not claimed.
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At-a-glance Details
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Tileset: Mossy Ruin & Mossy Caves
Exterior cell coordinates: (-10,17)
Cell Name: 1BMIGMokumalata
Claim Difficulty: Medium-Hard.
Creatures: Creatures (Marsh Elves), Spiders & Ghosts / Undead. 8+ for hard levels.
Mission Connections: None as yet.
Amount of Loot: Medium-High (according to the above).
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 MokumalataRuins (-10,17) of the BlackMarshes worldspace. Use the latest esm (v2.32) or a higher version.
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 new Mossy Ruin tileset (Static>Blackmarsh>architecture>ruins>) and the mossy cave tileset (Static>blackmarsh>Dungeons>).
If plans for this Ruin extend, then it's fine to add more than the two levels as suggested. Just give the new cell 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 using the whipvines in the activators section under 'blackmarsh'.
Also, try checking the original Ayleid Ruins and matching up the tileset items. Just right-click on a trap and 'use info' to check the cell in question. Remember that Ayleid Ruins were excellent for traps so much fun can be had here.
Please continue with the use of roots and gnarled trees as you see fit. Additionally, for the caves, consider using the oilplants (under Light>blackmarsh), the land Glow-shrooms (under Static>Flora), BMWallmushrooms (under Static>blackmarsh>clutters) and perhaps the BMHangMoss varieties (under Static>blackmarsh>Environment). You can also use the rockswampmoss varieties with the cave tileset (under Static>blackmarsh>rocks>SwampRocks).
For inspiration check people's favourite Ayleid Ruins such as Nenalata, Vindasel, Fanacasecul, Garlas Malatar and Miscarcand (used by the MQ) and, as the tileset names can be a little confusing and may need sorting, please report any problems to me.
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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 attempted to examine the ruins, then you’d find ingredients, books, potions, and other mage-related items. Some special items for Marsh Elves might also be found - for example, we have a nice range of specialist staffs.
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 candles such as Glo-shrooms. However, vanilla lights are fine. Your tomb can be as dark or as light as you want it to be, probably depending on whether the separate areas were densely populated by Marsh Elves or not. 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/caves. 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.