12-06-2010, 08:41 AM
Official 'Black Marsh' Claim for Dungeon Claim: Maldava
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Maldava
AVAILABILITY: Open
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Screenshots pending.
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Description & Details
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Details on Maldava pending. It is a small Barsaebic ruin just West of Stormhold.
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At-a-glance Details
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Tileset: Mossy Caves
Exterior cell coordinates: (-5,22)
Cell Name: No interior cell as yet
Claim Difficulty: Easy-Medium.
Creatures: Lizards and Reptiles, Spiders & Ghosts / Undead. 4+ for medium levels.
Mission Connections: None as yet.
Amount of Loot: Easy-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 Maldava (-5,22) of the BlackMarshes worldspace. Use the latest esm (v2.50) 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 Ruins tileset (Static>Blackmarsh>Architecture>ruins>).
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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Consider any use of water first as this may affect the overall layout. If wishing to add it, activate the water in the cell and, where possible, make use of the flowing water meshes, of which there are the vanilla waterfalls alongside our own fast streams. For any traps I recommend using the whipvines in the activators section under 'blackmarsh'. It may prove possible to propel the PC along some sections where the underwater current is strong and thereby force them into colliding with the whipvines. Some mossy cave pieces may work blended into the construction as long as they are positioned very, very carefully.....
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. Don't forget though: if you affect anything in vanilla Oblivion, you will create a 'dirty' esp and totally screw up all your work, making it unmergeable so check this before modding and not during!
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. It is also possible that one of Phitt's artifacts may reside here.
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. At the time of writing, the creature levelled lists are yet to be tested so you may wish to do this yourself or stick to the vanilla levelled lists just to be on the safe side. These 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.