Submitting Higher Level Areas
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Submitting Higher Level Areas
I was wondering if user submitted areas were allowed here. In my playing I've noticed a lack of higher level things to do outside of the Dark Realm (which seems aimed more at fairly low-epic characters on one-end and then ascended 40th level characters at the other). I've got some experience with the NWN Toolset and was wondering if higher level areas could be submitted to be used in the module? I was thinking on some mid-epic content (probably in the 25 - 35 level band or so) dealing with the elemental planes (and including primal elementals as the primary 'big bosses').
I perfectly understand if this is not the case, especially since I'm relatively new around these parts. Just figured I'd ask and see what the general consensus was on it.
EDIT: Also, if you'd like, I can provide an outline of my area ideas for you to look over and make suggestions on should you be okay with the idea. For the primal elementals I'm more or less using the stats wholesale from here (pulled back to 3.0 standards, of course):
http://www.d20srd.org/srd/epic/monsters/elementalPrimal.htm#primalAirElemental
In regards to the general 'fodder' enemies, that'll probably fall to elder elementals with some para-elementals thrown in. Might have some minor elemental themed enemies wandering around, too.
The only change I'm making is keeping devastating critical away from the primal earth and water elementals. I don't feel that they're 'legendary' enough a challenge to be having it like Gron or some of the nastier beasts in the Dark Realm.
Plus it's a nasty mean evil feat. :p
I perfectly understand if this is not the case, especially since I'm relatively new around these parts. Just figured I'd ask and see what the general consensus was on it.
EDIT: Also, if you'd like, I can provide an outline of my area ideas for you to look over and make suggestions on should you be okay with the idea. For the primal elementals I'm more or less using the stats wholesale from here (pulled back to 3.0 standards, of course):
http://www.d20srd.org/srd/epic/monsters/elementalPrimal.htm#primalAirElemental
In regards to the general 'fodder' enemies, that'll probably fall to elder elementals with some para-elementals thrown in. Might have some minor elemental themed enemies wandering around, too.
The only change I'm making is keeping devastating critical away from the primal earth and water elementals. I don't feel that they're 'legendary' enough a challenge to be having it like Gron or some of the nastier beasts in the Dark Realm.
Plus it's a nasty mean evil feat. :p
Re: Submitting Higher Level Areas
As Elementals may be Immune to Crit, restricting Epic use is a wise move, IMO.
There already is one Elemental based area in Aenea, so perhaps a visit there could aid you in comparison. Look for a small lake of molten lava in the N-E areas of the World Map for clues.
As for Player created areas, does accept content occasionally; this is where the Dark Realms came from, I believe. And has given me an OK for adding a Dwarven Fort to Tradeholm to help defend this area that borders both the desert regions, as well as the Orc empire. I cannot use the Toolkit well at all, so someone else is working on a submission for me.
Good luck!
There already is one Elemental based area in Aenea, so perhaps a visit there could aid you in comparison. Look for a small lake of molten lava in the N-E areas of the World Map for clues.
As for Player created areas, does accept content occasionally; this is where the Dark Realms came from, I believe. And has given me an OK for adding a Dwarven Fort to Tradeholm to help defend this area that borders both the desert regions, as well as the Orc empire. I cannot use the Toolkit well at all, so someone else is working on a submission for me.
Good luck!
Elhanan- Epic Level
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Re: Submitting Higher Level Areas
Yes, you can create areas and send them in. It may take some time to get added to the game, since I'd be doing lots of tweaks and adjustments.
For creatures, instead of adding them directly to the area or making blueprints for them, add a waypoint for each creature type, with the description or comments section holding the stats/description/properties. This way I can reproduce them off-palette and work them into the spawn system.
For things like triggers and area-specific effects, drop in more waypoints with descriptions/comments of what is intended. I already have a ton of customized scripts for areas and effects, so it's best to use the resources I've got rather than adding more that do the same thing.
Placeables: Try not to go overboard with them, since they do have to be rendered by the graphics engine and are tracked by the server while a PC is in the area. Do include some though, since they are what can turn an ordinary tileset into someplace different. Whenever possible, make sure the "static" box is checked on them (which greatly reduces server load). And there's no need to add any to the game palette. Just drop in an existing one and change the appearance/description to whatever you want...then copy/paste if you want more of the same one.
Yes, I do try to refrain from adding blueprints for anything (creatures, placeables, triggers, items, merchants, doors, encounters, sounds, etc.) these days in the attempt to keep the module resources under control and prevent the "DMs can't login" issue.
I like the idea of using elementals as enemies. The primal ones sound cool.
For creatures, instead of adding them directly to the area or making blueprints for them, add a waypoint for each creature type, with the description or comments section holding the stats/description/properties. This way I can reproduce them off-palette and work them into the spawn system.
For things like triggers and area-specific effects, drop in more waypoints with descriptions/comments of what is intended. I already have a ton of customized scripts for areas and effects, so it's best to use the resources I've got rather than adding more that do the same thing.
Placeables: Try not to go overboard with them, since they do have to be rendered by the graphics engine and are tracked by the server while a PC is in the area. Do include some though, since they are what can turn an ordinary tileset into someplace different. Whenever possible, make sure the "static" box is checked on them (which greatly reduces server load). And there's no need to add any to the game palette. Just drop in an existing one and change the appearance/description to whatever you want...then copy/paste if you want more of the same one.
Yes, I do try to refrain from adding blueprints for anything (creatures, placeables, triggers, items, merchants, doors, encounters, sounds, etc.) these days in the attempt to keep the module resources under control and prevent the "DMs can't login" issue.
I like the idea of using elementals as enemies. The primal ones sound cool.
Re: Submitting Higher Level Areas
Cool glad to know user areas are allowed for submission, then; I'll get crackin' and see if I can produce something nifty for ya to use.
Thanks for the info on the waypoints, that's a HUGE help right there!
Thanks for the info on the waypoints, that's a HUGE help right there!
Re: Submitting Higher Level Areas
I, for one, am very excited to see what you cook up! If you would like me to playtest and give feedback, shoot me a PM and I will give you an email address to send the module to
daveyeisley- Ludicrous Level
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Registration date : 2008-06-03
Re: Submitting Higher Level Areas
I'll definitely keep that in mind, Dave. I don't really have anyhting right now aside from the stats for the Primals done. What I'm likely to do is develop two versions of the module; one for testing on my end (Which would be what I'd send you) and then the version for that's all tags and waypoints.
I'm currently working with the January 23, 2010 Player Building Module, if a newer one is available with the new tilesets (I'm just looking for a reason to include an area with the new forest tileset) a link would be most appreciated. I saw was going to post it to NWVault, but I couldn't find it on there; I'm probably just being dense and missing something right infront of my eyes.
I'm currently working with the January 23, 2010 Player Building Module, if a newer one is available with the new tilesets (I'm just looking for a reason to include an area with the new forest tileset) a link would be most appreciated. I saw was going to post it to NWVault, but I couldn't find it on there; I'm probably just being dense and missing something right infront of my eyes.
Re: Submitting Higher Level Areas
D'oh! I thought I uploaded a new version. I'll do it tonight (and hopefully uploading on the Vault is working again).
Edit: New version uploaded.
World of Aenea - Player Building Module (August 17, 2011)
Edit: New version uploaded.
World of Aenea - Player Building Module (August 17, 2011)
Last edited by The Amethyst Dragon on Tue Sep 06, 2011 10:19 pm; edited 1 time in total
Re: Submitting Higher Level Areas
*excuse the thread hijack*
Welcome to Aenea, Gene! I hope that your time with us is good times - we think that you'll find that Aenea is really second to none! And of course, if you need anything, the playerbase is extremely friendly and helpful!
*end of thread hijack*
Welcome to Aenea, Gene! I hope that your time with us is good times - we think that you'll find that Aenea is really second to none! And of course, if you need anything, the playerbase is extremely friendly and helpful!
*end of thread hijack*
Eric of Atrophy- Ludicrous Level
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Time Zone : GMT - 10:00 EST (We have our own time zone!)
Registration date : 2008-06-06
Re: Submitting Higher Level Areas
Thanks for the welcome, Eric, I'm certainly enjoying the time I've spent here.
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:: Game Input :: Suggestions
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