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Musings on NOLF and the LithTech engine...
01/10/2003, 22:39:28

    Tanelorn writes:

    Looking at the LithTech toolset initially, I think to meself, “Wow, this can probably be used to create some incredibly detailed and spiffified levels.” Then I thinks to meself DUNGEON! As in ye olde Wizardry style, graph paper drawing, kick ye in the gnards kinda dungeon. Being a roleplayer since sometime around 1983 or so, I cannae remember better times than those old dungeons. Sure pretty graphics are nice and all, but what about those old straight forward, out ta kill ya, cartographer-creating monstrosities. Today’s gamers have been so spoiled by ‘automap’ that they couldn’t draw themselves out of a wet paper bag.

    So that is what my first project is going to be. (A dungeon, not a wet paper bag mind ye.) Spiffy and flashy is going to take five for the moment, whilst I go dust of my ancient copy of Grimtooth’s traps and figure out this bloody toolset. NWN (That’s Neverwinter Nights for those of ye who have never played it.) was created with the user in mind, and it is relatively easy (from my point of view anyway) to create some killer kick arse dungeons. This game (MMIX) was most assuredly NOT designed with you and I intended to tweak with it.

    Just from what little I have seen, the creation of a simple town is cumbersome at best, ungodly time-consuming and ungainly at worst. In NWN I could create a fair sized map area, populate it with critters and NPCs complete with dialogue and custom stuff up the wazoo in less than a day, script it, tweak it and test it, and a few days later have stuff that looked better than the boxed game. Not so in this toolset, I think to myself. This is gonna take a Loooooong time… Oh well. No time like the present, eh?

    So is anyone else going to take the plunge and try to design something for this game, or am I like one of 5 people in the entire world?





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Outsmarting monsters in 'The Wet Paper Bag of the Dead' -- I like it!
01/10/2003, 22:58:01

    Bones writes:

    I think if we can produce hi-quality levels for others to enjoy then more folks will be willing to try their hand at it. Those who have learned the skills first will be in position to help out newcomers.




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Considering NWN is more for multiplayers...
01/11/2003, 14:57:16

    DaveO writes:

    I might look into the design options, but I'm not getting this game until it's $25 or so. If the NWN toolset is worth my time investment, then I'd probably do some generic fantasy designs. It's too bad the SP experience of NWN is so poorly implemented. I've heard you can do much better just utilizing the tool options.




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SP NWN
01/11/2003, 15:25:42

    Tanelorn writes:

    I rather enjoyed playing NWN single player. It was a fun and well designed quest. Other than the official SP quest, most of the time I enjoyed testing my own module more that I did playing with other people. Multiplayer mode is good as well don't get me wrong, it is quite fun if you have the right people to play with and lock the module to the outside world. Otherwise you just get the trash of the RPG world coming in just to screw with your game or kill off the NPCs. It's the people that make a multiplayer game, no matter how good, or bad everything else is.

    Of course it is always fun to just log on and insult the French





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The story so far...
01/11/2003, 15:32:23

    Tanelorn writes:

    Well I have a BASIC world (and I do mean basic) created. Two of them actually. One is going to be a dungeon, and the other is my test area. Floor, walls, ceiling, a few pillars with arches, a ramp, and I’m working on some stairs. Got some light globes stuck around (1000 - 10000 radius works lovely) since I can’t get the ambient lighting to work exactly like I want to yet. I still have so much of the tutorial to read, but I’m having too much fun just creating stuff!

    I’ll have to read more because I’m getting stuck on all the neat things I want to do and that I don’t yet have the experience with the toolset to create. But for day two, I’m doing pretty damn good methinks.

    Now if can just get my stairs to work right, and perhaps a ladder, I'll be thrilled.





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Tips.
01/11/2003, 22:03:51

    Bones writes:

    Ladders are tricky since they use some special brushes. Just cut-and-paste one from another level.

    Remember to make your stairs out of non-concave brushes. The players point-of-view is 64 units off the ground, so steps should be around 8 or 9 units high to look correct. Taller ones will still work.





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