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eddwills
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The Pit Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

The Pit is Skyrim's take on the Arena that Cyrodiil offers, only being Nord-run, the Pit is obviously a lot more fun, a lot more brutal, and there are a lot less rules. There aren't so many ranks to obtain in the Pit, because it's more for general reputation and boasting value.

There are a few Pits spread across Skyrim, some are quite major, where as some are just a small fighting spot for the locals of wherever. It's certainly possible for the player to become well-known at any of the Pits, although you could be practically famous for it in one place and still be deemed a nobody in another.

So far my ideas for the Pit are as follows, although I'm not in charge here and anyone else can say whatever the hell they want and even dismiss my thoughts completely if necessary, it's a joint project afterall.

(Apologies for my pathetic sketching skills, I rushed it with my wacom).


This is one of the more well-known Pits. From the exterior, it looks a lot like the Thirsk meadhall we find in Solstheim, but inside it's a bloody arena for anyone who dares enter. As you walk in, you are greeted with another set of doors, just like Thirsk (they need to protect their buildings from the weather, afterall). Beyond these doors you see the Pitmaster, who stands in front of the decision board (open to name change).

There are various types of matches to be fought in the Pit, but instead of you choosing, they are based on a random factor. This random factor is no script, because I simply do not believe in dice rolls in games, that's what makes TESIV so great when it comes to combat compared to other RPG's. Have you ever seen those little boards with pegs sticking out, and when you place a ball in the top it falls to the bottom, landing in any one of a load of possible slots depending on how it fell down through the pegs? They were in Shenmue 2, if that helps.

Well anyway, there's a large one of these behind the Pitmaster. When you ask him if you cn participate in a match, he puts an object (also open for decision, could be a ball, could be a sheep's head, anything) into the top, and you watch it bounce it's way across the pegs to the bottom. Depending on where this lands, depends on wether you fight either:
1 vs 1
1 vs 2
2 vs 1
2 vs 2
1 vs 1 a
1 vs 2 a
2 vs 1 a
2 vs 2 a
1 vs a
A stands for animals, which aren't on any side, just hostile. It costs 300 gold to fight here, and if you win you recieve all the profits minus a 100 gold cut for the Pit. So, in a 1 vs 1 fight you would get 500 gold (200 profit), in a 1 vs 2 match you would get 800 gold (400 profit), and in a 2 vs 1 fight you would get 400 gold (200 profit, because your ally would get 400 gold also, unless they died :D ). Animals can't pay so you get nothing for fighting them, although you do get a refund if you win against animals only.

There are traps here. I haven't decided quite what sort of traps to put here yet other than retexturing the ayleid foorsmasher and placing them across the wall to shoot out if you get too close.

Spectators stand around the edge of the Pit, and cheer you on (actual cheering rather than the sound in the arena). I was thinking that this could be an isolated Pit village, where the locals all sleep and spectate at diferent times of day. We could even have 2 Pitmasters, doing day and night shifts. One could be male and one could be female, to keep all the anti-sexist fans happy :) . If not, we could just have perma-spectators, but that wouldn't feel quite so good. Getting spectators to cheer would be easy enough, using a similar scripted spell to the one as Martin leaves Cloud Ruler Temple.

I'm not entirely sure what to do as far as ranks are concerned, but I have an idea and am open to any others. My idea is that there are a load of smaller Pits across Skyrim, and that the player has to win a number of matches a certain amount of Pits before they can access the Grand Pit, where a major tourny is held every month. It's similar to the Mages Guild recommendation system, only uou don't have to go to every last Pit, just a certain number of them. Also, depending on the size of a Pit depends on how many victories you need to get a 'recommendation' from them. Hell, we could even have a badge system in a similair style to Pokemon (although not resembling that tripe in any way, shape or form).

Is that it? For now, yes. I'm going to have a shot at creating the decision board in max tonight, but I don't have time to work on the Pits themselves just yet. I can't do all this alone though! So if anyone even thinks of something, post it here. If anyone wants to claim a Pit, feel free, although it should probably go through the necessary people unless I'm granted Pit management or something (which would be nice Wink ). If anyone wants to contribute in any way whatsoever, then speak up, because the more ideas this has the better it will get. I can work on other areas of Skyrim, but this is the one I'd like to focus most of my attention on.

I also haven't finished my Temple Justice mod so things might be a little slow from me until that is done, but after that you have my full devotion. Cheers for reading, I'm looking forward to hearing what you guys think :) .

This post has been edited 1 time(s), it was last edited by eddwills: 28.06.2006 01:46.

28.06.2006 00:53 eddwills is offline Send an Email to eddwills Search for Posts by eddwills Add eddwills to your Buddy List
Siegfried
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It sounds good, I'm thinking there will be a pit in every town in Skyrim, just for the fun of it, because once we have the scripts set up the pits will be relatively easy to implement, and it will be a great way to keep players occupied. Each Pit should also be unique, for example the Riften Pit is just a lowered piece of ground behind some taverns, every evening the menfolk of the town gather to watch combatants smack eachother around, and sometimes everyone gets involved... For traps they can vary from pit to pit, one pit might have the Ayleid floorsmasher, another pit might be in the ruins of a fort and have darts that fire out of the walls, and there might be a pit that is just a pit, with nothing special in it. BTW that concpet of a pit lacks a place for a man to sell mead =) you're not really gonna deprive Nords of their mead are you Eek 1 The concept that you drew looks like it would fit well in the town of Sunguard. For an advancement system I think the player should have to score x number of points in each pit, and when they earn the select ammount of points in each pit in an area they gain access to the regional championship, they have to win every regional championship to gain entrance into the grand-championship.

You shouldn't have to pay to get into the pit, since if you lose you die, and so it wouldn't really matter if you were 200 gold poorer, plus most of the Nords competing in the pit don't have 200 gold to spare.
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eddwills
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Mead! I forgot about the most important Nord culture! I'm a non-alcoholic, so I forget these things sorry, I'll be sure to implement it. Free entry is fine and understandable, so yeah that's definately in. I need to do some revision on the various towns to see what sort of pits are required where, but a little help on that would be nice :) . Having random people joining in the fun will be a little tricky, but a fun challenge that is definately do-able. The only problem I can forsee in that is towns quickly running out of NPC's, but I guess we could spawn them around the corner to walk up and join in. If they don't die, they can walk off afterwards and disappear.

Is there any towns where I could implement a Pit within an Inn, like a sort of backroom boxing ring/dojo? I've always wanted to do that, and a caged Pit would be cool also. Exterior pits are slightly trickier due to the landscaping, you'd have to have a reasonably wide space around it to allow for the terrain to drop low enough to have the sunken Pit (I tried to make a swimming pool you see, plus the inside of the temple in Temple Justice is hollow because you fall down the centre).

I quite like your advancement system, but let's not get too ambitious here, Skyrim is pretty much as big as the game itself and we don't have a dev team as big as Bethesda. We can deal with that at a later date anyway, for now I'll just work on making the Pits themselves. Thanks for the sticky also. I just did a bit of testing for dtom, now I'm going to make that decision board (realy needs a better name). Cheers for the input, if anyone else has something to contribute, knock yourself out (not RPing a Nord here, don't do anything painful).
28.06.2006 01:46 eddwills is offline Send an Email to eddwills Search for Posts by eddwills Add eddwills to your Buddy List
Siegfried
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You could put the one in the back of the inn in Reich Corigate, I'm not sure about the cage, but I'm sure I can dig up a place for it. Don't worry about the exterior pits, I think I can handle them :D
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eddwills
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Neat :) . Anyway, I made the little Decision Board thingy, only I ran into a texturing problem. It was only a quick texture but he transparency map didn't work a intended at all.

As you can (sort of) see here, on the left when you look at the glass front you can't see the insides properly, where as on the right when I floated above (no glass on the top) the insides are in fact fine.


Here's a better example, on the left you can see everything messed up, and on the right I clipped half way through the glass, and you can see everything messing up as the glass comes into play. I can probably just delete the glass and keep the collision, but then it wouldn't look quite right if the player tried to grab the apple mid-fall or hit the thing with a sword or whatever.


And another one to show the apple and collision working lovely :) .


You can't really see it very well because the lighting was terrible in the test cell I whipped up. Having the whole 7 places for it to land was a bit too hectic, so I made 4 instead. I figured if I made a little Nord head and a little creature head, we could drop them both in just after each other. The human head would decide between 1v1, 1v2, 2v1 or 2v2, and the creature would decide between 0, 1, 2, and 0 creatures. Twice the chance of none because creatures are less appealing, and having them in every fight would be a slight pain.

Anyways, I made a thread about it on the ESF, and I'll work on getting the glass fixed, but I just thought I'd share what I did before I wen to bed. It's 20 to 5 here, which is a lot earlier than I've normally been going to bed as of late Tongue .
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Corwyn
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The problem with the poles might be a zbuffer problem. does the texture for the pole peices have an alpha channel? oblivion seems to have problems with rendering transparencies over other transparencies without manual adjustments to the nif files (I think?)

it looks good, the model for this could be made very ornate, would be sweet. maybe even little shutes with statues at the bottom depicting what fight had been chosen by the ball?

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eddwills
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It's all the same mesh using the same texture, so yes it has an alpha channel. It's all white apart from the bit using the glass, which is dark grey. Hmm, I guess I can seperate them.

It's only a quick texture I knowcked up out of some floorboards, nothing special, the final thing would be a bit more solid, made out of only a few chunks of wood.

Chutes coming out of the bottom? I'm really not great with max, but I suppose we have a lot of time so I can give it a go possibly, but I'm doubting it. Haha, the whole thing just reminded me of a lottery draw, I didn't think of it until now.

I'm taking a gap year as of July the 5th to save up for a new motorbike and a better computer, and after that I'm going to do games design at uni for 5 years so expect my max work to just get better and better hopefully :) .
28.06.2006 05:52 eddwills is offline Send an Email to eddwills Search for Posts by eddwills Add eddwills to your Buddy List
Corwyn
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ah well that would probably be your problem then. Try using seperate parts in the model, and using a seperate texture.

Just wondering, maybe there could be some parts of the taverns for nightly fights. just fist fighting and only knockouts if it could be done. and once you become a renowned fighter you can participate in the towns pit? Might be cool to include other fights purely for gambling, dog fights would be cool =p

Also if possible maybe some way of not having everyone die in the local fights? it just seems a little too unrealistic to have nightly or even weekly fights with every fight being to the death, the population of skyrim would be non existant!

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eddwills
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I keep thinking the same things, and there was a thread a while back about fist fights and stuff. It could be done by doing health check, and if someone gets too low they yield or flee or whatever, but there's still a chance of the player just smiting them to hell and back. Pub brawls would naturally be very fun indeed.
28.06.2006 18:55 eddwills is offline Send an Email to eddwills Search for Posts by eddwills Add eddwills to your Buddy List
Kion Gealrion
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Bah, pit fights for brutes and buffons. That being said to keep up my High Elf dignity,"Go rip his damn arm off!!!!!". Really this is a great idea, there is a drunk mod out that makes things all fuzy and spiny (simulating Inebreation) so I'll find the link. It would be good to use that for Pub fights, drinking or even being hit to hard in the arena, or anything else you guys want.

Rocking Banana

Update: here is the link, got screens and everything.http://planetelderscrolls.gamespy.com/Vi...s.Detail&id=359

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This post has been edited 2 time(s), it was last edited by Kion Gealrion: 28.06.2006 20:35.

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Corwyn
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Yeah, since they are alcos including innebriation or something similar would be good. boosts to your endurance or health (simulate the feeling of painlessness you get from being drunk) would also be good and make it somewhat of an advantage to get wasted before getting into your bar brawl.

Glad to see you were thinking the same things edd, and yes sometimes people would die, and it would be slightly unfortunate, but that in itself would be realistic.

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eddwills
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I think that drunk mod just uses the 'TriggerHitShader' function, or whatever it's called, so it should be easy enough to just make instead of getting permission :) . You can set the intensity of it with the number after, 1 is what you find on traps, and 10 is just painful.

Somewhere else on here there was talk of a bandages mod which Seig (or someone) said we could just re-make, so it might be an idea to get the crowd to throw in bandages if people are low on health? Just a thought.

Anyway, update on the decision board, have a video :) . I changed the script from before so the apple falls now, but that broke the script in the TrigZones at the bottom unfortunately. I'll fix it though, somehow. Tomorrow I need to do a ton of college work to hand in on my last day on friday, so I most probably wont be making an appearance here. By tomorrow I mean later, it's half 6 am here now, but ahh well.

I also made everything a lot more visible in my test cell, because it sucked before Tongue . See you guys around.

Edit: Thanks to a very quick response from scruggsywuggsy the ferret on the ESF, I fixed the script, and updated the video with it working :) . Still needs a good texture though.

This post has been edited 1 time(s), it was last edited by eddwills: 29.06.2006 08:03.

29.06.2006 07:35 eddwills is offline Send an Email to eddwills Search for Posts by eddwills Add eddwills to your Buddy List
Corwyn
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hehe looks cool, need to come up with something suitable to put in the top, a goblin skull or something. or if thats too crude (too crude for nords?) a specially made mini silver skull or something.

it was actually me who posted about the warrior bandages. Pretty sure once again its a pretty simple mod, I think its really just clones of the potions with a different drink sound, model, description and icon.

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Smokindan
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Everyone has great ideas. Keep up the good work :)

eddwills: very nice work on the decision board Good job!

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gravedigger84
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Thats almost perfectly same idea I presented in Black Marsh forums.. so yea, I like it :D

THE PIT!!
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sacredstick
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it would be cool to have a pit in nearly every city, 2vs1 fights.. oooooooooooo :D
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Trees_Are_The_Devil
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What if we had a pit with wolves surrounding the outer edge. They are trained so that if either participant in the pit gets too closer to the edge they will attack him till he goes back in. Also if a player gets knocked down a wolf will come in to attack him until the player gets back up and hits it a few times to make it back off.

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TheImperialDragon
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Or spikes around the edge, but a pit would be very important to include in this mod, I think. Yes
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Alasdair
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My high elf wants to wrestle bears with his bare hands :D , the pits should be a lot cooler and offer more freedom in the type of combat than the arena in the IC. i'd be willing to script some of the pits if you want.
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The Old Ye Bard
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I'm going to auction off the Pit faction soon.
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OblivionMon
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How about this concept for an actual Pit. Do you like it?

This post has been edited 1 time(s), it was last edited by OblivionMon: 16.09.2006 05:29.

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Liquid Cheese
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Heehe yea it is great, I think they should be pits that are basically just a hole in the ground, aswell as the fancier ones.
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OblivionMon
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:D Good job! yeah me too but with traps
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Liquid Cheese
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I think it would be fairly easy to implement the crushing roof/floor traps however the log ones will result in logs rolling all over the place, npcs will probably get stuck behind them, might be a bit trickier.
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Green @nt1-n00b
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just spitbalin but a labrinth esque style for one of the pits Good job! probibly one of the fancer ones if it were to be so

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Richard
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Are pit fights to the death, or are opponents set to essential? I think it would be nice to have a mix of both personally. With the arena I feel like I'm doing bad stuff (even though it's only a bunch of greasy lizard slaves of some stupid arrogant orc pig), so I thought non death outcome for both parties might be good in some matches?

Also, this thread looked dead so it needed kicking. As dead things do.

This post has been edited 1 time(s), it was last edited by Richard: 02.12.2006 15:14.

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Psychotic
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Not all the fights have to be to the death. Many of the fights will be hand-to-hand and will not be lethal.

This thread is a bit dead because there isn't much to work do for the pits yet. We can make a start on the scripts I suppose, but they will need to be tested and we need to build an actual pit in order to do so first. We can set up a test pit in one of the completed towns, but it's not a priority.
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The Old Ye Bard
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I think the best sort of "pit" would just be a wooden fenced ring, like the one in Bloodmoon, or alternativly like the ones in Fable.
02.12.2006 21:41 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Gustave
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I don't think a fenced ring would be as fun as a pit. A pit just has more of the brawl feeling to it, especially if it is a fight to the death.

In a fenced ring you can just hop the fence and run like hell if you start to lose :lmao:
02.12.2006 22:25 Gustave is offline Search for Posts by Gustave Add Gustave to your Buddy List
The Old Ye Bard
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quote:
Originally posted by Gustave
I don't think a fenced ring would be as fun as a pit. A pit just has more of the brawl feeling to it, especially if it is a fight to the death.

In a fenced ring you can just hop the fence and run like hell if you start to lose :lmao:


But giving the player the chance to run away makes the whole thing more macho, why run when you can fight?
02.12.2006 22:30 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by The Old Ye Bard
quote:
Originally posted by Gustave
I don't think a fenced ring would be as fun as a pit. A pit just has more of the brawl feeling to it, especially if it is a fight to the death.

In a fenced ring you can just hop the fence and run like hell if you start to lose :lmao:


But giving the player the chance to run away makes the whole thing more macho, why run when you can fight?

Err... to save your life? :D

Every Pit will be different, some will be actual pits while others would be simple fencing rings or marked areas of tavern basements.
02.12.2006 22:37 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Gustave
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I agree, I think variations would be good.

Some ideas...

I think the pits should be the more classic "nordic" way of fighting and be used more in the rural and more nordic areas of Skyrim. More brutal and more fights to the death (but not always).

The fenced rings would be something they use in more populated and/or less nordic areas. Have more rules in place and no fights to the death in the rings.


Something that just came to mind is maybe something similar is the fight in the movie "13th Warriorr". Anyone seen that? They're norse men and one of the guys has a duel with another man. They each have a sword and three wooden shields. When all three shields are broken you'll probably lose. I think that could be a fun nordic way of dueling in the pits. Each opponent starts with three shields on fairly low durability so they break during a fight.

Luckily I found a video on the fight Yes
http://www.youtube.com/watch?v=V5Cr7TiG-vY
02.12.2006 22:58 Gustave is offline Search for Posts by Gustave Add Gustave to your Buddy List
Psychotic
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quote:
Originally posted by Gustave
I ag
Something that just came to mind is maybe something similar is the fight in the movie "13th Warriorr". Anyone seen that? They're norse men and one of the guys has a duel with another man. They each have a sword and three wooden shields. When all three shields are broken you'll probably lose. I think that could be a fun nordic way of dueling in the pits. Each opponent starts with three shields on fairly low durability so they break during a fight.

Luckily I found a video on the fight Yes
http://www.youtube.com/watch?v=V5Cr7TiG-vY

I like the shield idea a lot, it would be very different from anything in OB and very Nordic at the same time. Good job!

The Pits in the larger cities will be more like the Cyrodiil arena, but they will still be Nordic. I think the possibility for lethal fights should be present in every Pit, but I also think that every Pit should contain something unique. In Greenwood for example you would be able to fight animals (wolves, bears, etc.), while in Dragonwood you would be able to have a shield and sword fight like the one you suggested. There should be several types of combat, and only a couple will be present in every Pit keeping Pits unique in more then one way.

This post has been edited 1 time(s), it was last edited by Psychotic: 02.12.2006 23:18.

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Gustave
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That sounds pretty good, it gives a reason for a player to travel to different cities depending on what they want. That way there is a different experience everywhere Yes
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Siegfried
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Was looking back through this thread and decided I'm gonna put an actual "Pit" in the Redwoods outside of Vernim Wood. Also we really should start looking into getting someone to start scripting pits Yes
01.07.2007 00:36 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Alasdair
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Once I've finished with the master file I may give it a go.
01.07.2007 00:54 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
Siegfried
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quote:
Originally posted by Alasdair
Once I've finished with the master file I may give it a go.

That would be sweet-- if we can have one faction nicely fleshed out for an alpha release, it should be the Pit, I think players will get a real kick out of that.

I was actually thinking about trying to email eddwills and seeing if he wanted to come back-- if I can get him back, that would likely take the workload off your back.

BTW whats left to do in the master?
01.07.2007 01:23 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Alasdair
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I have the heightmap merged into the main master file, and I have merged area 7 and Riften into the file, as well as what I have done on region 10. I merged a few exteriors into Riften (all the CR claims, cept 8 which was broken) but many are still unfinished and need more work (including some I merged). Updating interiors/exteriors merged into the file is easy, so hopefully all the Riften interiors can be finished in time for the next release after this. If I just added the textures and basement set to the file, I could probably release it tommorow, and then release a newer version with stuff like Reich corrigate in a few weeks. It would probably be best, now that the HM is in the master to release updated versions of the file every few weeks to a month, instead of waiting ages between each release.

This post has been edited 1 time(s), it was last edited by Alasdair: 01.07.2007 02:35.

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Siegfried
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Sweet :D a release tommorow sounds like the best bet, then shoot for another release on the 14th.

On the subject of pits, I did some work on the Pit behind Vernim Wood and came up with this. So I figure this is at least a decent starting point, get a general idea of what we're working with, ect-- plus once we get it merged with the master file it can function as a test zone for Pit scripts.

This post has been edited 1 time(s), it was last edited by Siegfried: 01.07.2007 02:55.

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Richard
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DAMN now THAT is a pit. I never put one in Vernim Wood, initially what I had in mind was simply using the animal pen area lol. That pit looks great. I think the more primitive areas should have the 'baddest' and crudest, brutal pits like that one. Cities should have more sophisticated arena-style ones. Sound good?
01.07.2007 09:10 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
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