Silgrad Tower from the Ashes

Full Version: BWRD0102 "Hixinoag Mine" (Completed)
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Official 'Black Marsh' Claim for Dungeon Claim: Hixinoag Mine



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Hixinoag Mine
AVAILABILITY: Completed by Ibsen's Ghost


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[Image: HixiMine01.jpg]

[Image: HixiMine02.jpg]


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Description & Details


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Hixinoag Mine is a well-kept secret. Not only is it the location for a precious plantation of sugarcane but it is also a prime location for the mining of green crystal which is the same material that can be found in the spires of Rock Grove's towers and the beautiful arboretum of Soulrest.

The mine is very well-established and managed by various members of the Hixinoag community who strive to fend people off from both knowing about the place and raiding it. The mine represents the livelihood of many of Hixinoag's residents and they will fight to defend it. They will also appreciate anyone coming to their aid and offer them what hospitality they can should it come under attack.

The dangerous Vudai Marsh lies on the doorstep so beware of the Bogtoads!


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At-a-glance Details


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Tileset: Mossy Caves
Exterior cell coordinates: (-8,11)
Cell Name: No interior cell as yet (please use a code such as 1BMIGFrogratBarrowlvl1 but substitute your naming code for mine - IG)
Claim Difficulty: Medium.
Creatures: Lizards and Reptiles, Spiders & Ghosts / Undead. 4+ for medium levels.
Mission Connections: None as yet.
Amount of Loot: Medium (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 HixinoagMine (-8,11) 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 Caves tileset (Static>Blackmarsh>Dungeons>).

If plans for this cave extends, 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'.

Some good ideas may include the use of roots and gnarled trees. Additionally, 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). I like the idea of using running water and sky objects where the cave is falling in but please use carefully.

The most essential items for this claim are to be found under Static>blackmarsh>Clutters>DUN as this is where you will find the BMcrys items (the crystals).

For inspiration check people's favourite caves from the vanilla locations or take a look at what Leo Gura did with this cave tileset in the mod 'Lost Spires'.


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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 particular races 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 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 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.
I claimed this and began work on it today. :check:
Already got two levels of the layout done and started a third. Much of the clutter is in place but I need to make sure I add plenty of our own green crystals for the second level. The third will be totally waterlogged...talking of which, I noticed that some pieces were missing for the tileset which I've now added (apologies to DoZeNt, who is having to work with reduced assets for Tangleweave Caverns!). These new pieces mean that I'll be able to include a bit more dunking in and out of water in the third level...
All three levels done and all that remains now is to go back and clutter the first two levels. The third is completely done.

Hixinoag Mine is renowned for its production of green crystal...so expect plenty!

I'm particularly pleased with how the third level looks...screenies will be on the way when I'm finished.
Excellent news. Are you planning on doing any more dungeons after you've finished?
Certainly! I have plenty of other tasks vying for my attention though so I may switch to something else after this. We're snowed under in the UK so I'm off work...yay!
Hmm. Snow, eh? It doesn't seem to have reached this far south yet. Lots of frost though. Whereabouts are you located, if you don't mind me asking?
Teesside in the North-East. Us and Scotland are hit pretty badly.
Okay, it's done. Screenies will probably appear later. This one should look pretty sweet. There's tons of green crystal in there, in the last two levels, especially. I also created plenty of cave-in holes, flooded caverns and a few waterfalls. If you fall into an area which is being fed by a waterfall, it's flooded and you'll die.

A large spider will be found on the third level which, being affected by Bhuru magic, either kills its victim or infects it so that it becomes a zombie. A succession of fighters have been in there to try to bring back the miners suspected of still being alive.
You know you've done a good job when you're really struggling to limit your screenies to 10 after a walkthrough... =)

Things I like about this dungeon:
  • For the most part, our new creatures work! I particularly love those little armless lizard critters flitting around the mine. The crocs and tarantulas look good too!
  • Koniption and Qarl's unique webs make the tarantula lair more convincing. This makes me look forward to seeing what DoZeNt does with Tangleweave Caverns...
  • Plenty of green crystals, 'wall mushrooms' and Glowshrooms make it unique.
  • Open caverns with lights streaming in enhances the overall effect as well as the ephemeral nature of the caverns with the marsh ground shifting. The waterfalls streaming through the cracks work well, as does the indication that the cavern has stretched as far as the Vudai Marshes by seeing marsh poppies peeking out through the hole.
  • The mossy cave tileset works well and is easy to use.

Things I don't like, so far:
  • Some of the traps don't activate, such as the falling rocks in the tunnels.
  • The crocs sounds are not activated yet so they sound like rats... :eek:
  • Swampwater not activated...I'm always forgetting this...gah!
  • One of the waterfalls has no sky dome yet and another has no sound.
  • I left quite a few goblins in there as I wasn't sure what to add instead. This needs adjusting.
  • For some reason, many of the dead Argonians I created didn't seem to appear, nor did a few of the zombies in the spider lair...weird! :eek:
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