Ongoing Interior and Exterior Claim - Random Dungeons |
Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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Ongoing Interior and Exterior Claim - Random Dungeons |
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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):
This post has been edited 4 time(s), it was last edited by Braggi: 2008.08.31 19:49.
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2008.08.19 01:57 |
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DarkAsmodeous
King of the Kittens
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.
__________________ The soul's condition is learning to fly
Condition grounded, but determined to try
Can't keep my eyes from the circling skies
Toung-tied and twisted, just an Earth-bound misfit, I
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2008.08.19 06:49 |
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Braggi
Seigneur
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!
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 |
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DarkAsmodeous
King of the Kittens
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?
__________________ The soul's condition is learning to fly
Condition grounded, but determined to try
Can't keep my eyes from the circling skies
Toung-tied and twisted, just an Earth-bound misfit, I
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2008.08.19 07:12 |
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Braggi
Seigneur
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 |
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