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Braggi
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Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada

Dungeon Ongoing Interior and Exterior Claim - Random Dungeons Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

To start things off, we would like to throw open development of “random dungeons” for all areas of High Rock. To fit with the theme of the province and it’s accumulated Lore, we have complied a development list of dungeon themes and types for you to play with. What we would like to do is build up a bank of these stand-alone adventure locations to be added in to HR as it is developed.

These claims themselves consist of exteriors (for the dungeon entrances) and the associated interiors. We would ask you to focus on the interiors for the moment, as we get the new height map into shape. Regarding the exteriors, what we need from you currently is a suggested general location for the dungeon (Example: “an ice cave in the Wrothgarians or near Skyrim” or “a ruined castle somewhere in the peninsula”) along with any notes or concepts you have to make the exterior location(s) unique and interesting. Where possible, try to avoid being too elaborate in the dungeon exterior’s design concept and be creative with both the vanilla resources of the Construction set and any exterior resources we have available.

The information below is taken straight from the HR design document and we welcome your creativity in making these real.


Dungeon Types
In vanilla Oblivion, Cyrodiil has the following predominating stand-alone dungeon types: Ayleid ruins, Imperial Forts, Caves, Mines, Bandit Camps Daedra Shrrines. By contrast, High Rock is very different! Remember to stay away from the heavy Ayleid influence from Cyrodiil – this is a different province with different inhabitants. As seen in TES 2: Daggerfall, the following types of location are known to exist:

1. Ruined Castles
2. Caves
3. Ice Caverns
4. Volcanic Caves
5. Mines
6. Crypts
7. Wizard Towers and Laboratories
8. Animal and Monster Lairs
9. Desecrated Temples
10. Ruined Villages
11. Covensteads


1. Ruined Castles
High Rock is full of former strongholds of petty (and not-so-petty) lords who lost their territories during the Warp in the West. Many of these now have new tenants in them. Some consist of fully standing, but abandoned surface strongholds, others were ruined in the turmoil of the Warp and may consist of partially destroyed manors, castle grounds or simply a collection of titled or fallen gatehouses/towers. In most cases there will be the castle level (accessible from outdoors) with the dungeon levels below.

This sort of dungeon will be composed of several tilesets - Castle for the top floor, Temple undercroft or Crypt for the dungeon levels with Caves below that. (For one example of this, see the official Fighter’s Stronghold plugin.) We also have the Andysaurus Dungeon Resource Pack to add new types of bars, gates, chained skeletons, braziers and so forth, for variety. (See screenshot below.) The pack can be found at:

http://www.oblivionsrealestate.com/Modde...s_dungeons.html

Suggested Monsters/Themes:
· Undead of all types,
· Goblins, rats, bats, trolls, ogres, dragonlings
· PC Classes (freelance Warriors, renegade Knights, Nord barbarian strongholds near the High Rock/Skyrim border)
· Bandits, Marauders,
· Various Orcish NPC’s/tribes in Orsinium
· Witch Covens


2., 3. and 4. Caves, Ice Caverns and Volcanic Caves
These can be done using the existing cave tilesets (Cyrodiilic and Oblivion for the volcanic variety) and supplemented with the Ice Cave tileset. (See the screenshot below.)

Caves: Similar to the caves found in Cyrodiil in design and contents, although some uniqueness in layout would be wise. Will be scattered throughout the province in various locations

Ice Caves: Uses Raistlin2002's Ice Cave tileset. (See screenshot below.) The tileset can be found at: http://www.oblivionsrealestate.com/Modde...s_dungeons.html

These caves will contain cold-based monsters in most cases, although vampires and witch covens are a distinct (and Lore indicated) possibility as well. They will usually be located to the north of the province, especially in and around the areas of Shornhelm, Northpoint, Farrun, Jehanna and the Kurallian and Wrothgarian Mountains

Volcanic Caves: Uses the Oblivion caves textures/tiles. Formed by lava and volcanism, there will likely be open areas of lave, both standing pools and streams. Monsters here will be similar to standard caves, but will also have fire creatures near the lava sections.

Suggested Monsters/Themes:
· Undead of all types
· Rats, bats (if included), bears, mountain lions, giant spiders (if included) giant scorpions (if included)
· Goblins, trolls, ogres, giants (if included)
· Bandits, marauders
· Ice Creatures
· Fire Creatures
· Witch coven


5. Mines
Similar to caves, but contain ore deposits. We have permission to use statics for mining cars, mine tracks, iron ore deposits and wall bracings from the creator of the Unique Landscapes mod “Arrus Creek”, so these can be added to give our mines some variety. The Arrus Creek Mod can be found here: http://www.tesnexus.com/downloads/file.php?id=16818 for the statics. (We also have the ice cave meshes to play with for even more underground goodness.)

Suggested Monsters/Themes:
· Undead of all types
· Rats, bats, bears, mountain lions, giant spiders (if included) giant scorpions (if included), dragonlings (if included)
· Goblins, trolls, ogres, giants (if included)
· Bandits, marauders
· Witch coven


6. Crypts
A number of crypts and graveyards exist throughout the province. High Rock has a long history of human habitation and many bodies have been interred over the years. Crypts may be attached to an existing town, castle or similar habitation, or they may be stand-alone structures or parts of forgotten rural graveyards. We have the Barabus Crypt tileset (see screenshot below) to use for interior and exterior detailing on this type of dungeon. In addition to the crypt level(s) there can also be cave and Dungeon tilset-based levels as well. The tielset can be found here: http://www.tesnexus.com/downloads/file.php?id=10430

Suggested Monsters/Themes:
· Undead, undead and (oh, look at that) more undead
· Necromancers
· Bandits or marauders
· Thieves’ den
· Witch coven


7. Wizard Towers and Laboratories
High Rock is known for its magic. Wizards, druids, liches and any other type of spell caster you can think of have established many petty strongholds over the centuries. Some of these may be active, others will have fallen into ruin and will be occupied by encroaching creatures or groups.

Suggested Monsters/Themes:
· Undead (primarily skeleton variants, zombies and/ or liches)
· Antronachs
· Summoned creatures
· Conjurers
· Necromancers
· Witch coven


8. Animal and Monster Lairs
Pretty much self-explanatory, however these should also contain any of the new monsters we are able to complete in the Creature Claims sections. We also have a number of monster resources to draw from which will be covered in their own posts as we go along.

Suggested Monsters/Themes:
· Goblins, rats, bats, trolls, ogres, dragonlings
· Wolves, scorpions, spiders, harpies, bears, mountain lions, sabertoothed tigers


9. Desecrated Temples
Necromancers are well-known (if not often open about their practices) in High Rock. They will jump at the chance to take over a ruined temple dedicated to one of the Nine. However, a lost order of rogue knights, associated with one of the Wap-destroyed areas could also take sanctuary in such a place. And, of course, vampires and other undead would surely love such a location as well.

Suggested Monsters/Themes:
· Necromancers and Undead
· Druidic Groves
· Witch Covens
· Daedra


10. Ruined Villages and Homesteads
The Warp in the West laid waste to the previously established order in High Rock. As a result, many towns, villages and hamlets were ruined. In most cases, there will be no overt sign of what happened above ground, beyond the burnt out shells of houses and the occasional skeleton. (The various buildings from Kvatch can be useful here.) However, the basements of the buildings are a different story. They may contain wild animals, monsters or some other type of creature that lives there now. Additionally, the basements may be either individual homes, separate from each other, an interconnected series of basement rooms or even basement rooms connected to a cave system of some sort.

Note: In the case of a homestead, this can be an excellent starter project for someone new to the Construction Set. A simple one-level basement, cave or dungeon layout will suffice for a single ruined cabin or farmhouse.

Suggested Monsters/Themes:
· Bandits and Marauders
· Monsters and animals (Scorpions, spiders, rats, bats, wolves, bears and so on)
· Vampire covens
· Witch covens
· Ghosts, skeletons, zombies and wraiths of the previous inhabitants
· Goblins, trolls, ogres and giants,


11. Covensteads
This can be any of the preceding types of location, or it may even simply be a single above ground location, such as a ruined village. The main thing that stands out about it is that a coven of witches has moved in and set up shop.

Suggested Monsters/Themes:
The creatures encountered will be witches, their summoned familiars including:
· Antronachs
· Lesser and Greater Daedra
· Summoned Undead

Note: If you are looking for more information or just general inspiration on the subject of High Rock covens try this thread: Witches

Hopefully this will offer enough variety to get the hardcore dungeon designers started. :)

Braggi has attached these images (downsized versions):
Anysaurus DRS.jpg Raistlin2002IceCaves.jpg BarabusCrypt.jpg

This post has been edited 4 time(s), it was last edited by Braggi: 2008.08.31 19:49.

2008.08.19 01:57 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
DarkAsmodeous
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Registration Date: 2006.05.25
Posts: 4,329

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Is level scaling agreed on? If so, then what leveled lists are appropriate for your vision of High Rock, if none of the default leveled lists work for you, you may need to create your own master lists for moders to use. Sorry if this has been answered elswhere.

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2008.08.19 06:49 DarkAsmodeous is offline Send an Email to DarkAsmodeous Search for Posts by DarkAsmodeous Add DarkAsmodeous to your Buddy List Send a Private Message to DarkAsmodeous
Braggi
Seigneur


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Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada

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Hi DA!

Nope leveled lists have not yet been addressed anywhere, so your post is both timely and very relevant. I'll be posting a thread on Creatures claims we will need developed (likely tomorrow afternoon-ish since I am still working on getting the forums fleshed out and populated). That post will give an idea of what creatures we currently have to play with as resources and will also offer links to the resources for them, much as the "random dungeon" post here does for tilesets and so forth.

Depending on the response we get to those creatures that need the most work, we'll settle our leveled lists accordingly. In fact, leveled lists are going to be a claim item we'll want to get settled as fast as possible.

Thanks very much for the reply!

Good job!

As a final note, the larger "ongoing claims" thread (like these ones) will be periodically updated, so potential modders can get at any new resources we gather.

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2008.08.19 06:57 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
DarkAsmodeous
King of the Kittens


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Registration Date: 2006.05.25
Posts: 4,329

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What's the format for completing claims? Do we use a modder's initials system? Also, do we make the files dependant on anything, or turn them in stand alone, at least for now?

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2008.08.19 07:12 DarkAsmodeous is offline Send an Email to DarkAsmodeous Search for Posts by DarkAsmodeous Add DarkAsmodeous to your Buddy List Send a Private Message to DarkAsmodeous
Gyssar
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Registration Date: 2006.09.07
Posts: 107
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The issues you are talking about have not yet been fully settled on. I presume Braggi and I are going to hold an organizational meeting today. We need to settle on a few things.

EDIT: All relative instructions will appear in a comprehensive guide for modders later in the week.

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This post has been edited 2 time(s), it was last edited by Gyssar: 2008.08.19 10:26.

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Braggi
Seigneur


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Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada

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Yup, we certainly are, after I get about 8 hours of sleep. :)

It's been a very busy (and very happy) day today!

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2008.08.19 10:27 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
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Silgrad Tower: Oblivion » Archive » Archived Non-Silgrad » High Rock » Claims » Ongoing Interior and Exterior Claim - Random Dungeons