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Candlekeep remake


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#41 Big Poppa

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Posted 03 November 2007 - 03:37 AM

okay, made the final changes to buildings n placement and brightened the grass abit. Happy with this as a final area now :)

keepoverview.jpg

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#42 Big Poppa

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Posted 03 November 2007 - 04:11 AM

You never quite now what the area will look like when in the game because you have to reduce the coulour count to 256 bit. You also have to hope that you scaled everything okay. Don't want a crate that looks more like a house or a match box in size. Here's a quick screen which seems to have everything ok

candlekeepgate.jpg

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#43 Miloch

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Posted 03 November 2007 - 10:12 AM

Wow, you already did the overlay maps, wall limiting and everything too? That was quick work. :cheers:

I think it would be cool to add a quest with this map as a sort of "alternate dimension" or "back in time" Candlekeep. There are already 2 Candlekeep maps in the game (3 if you count BG2), why not another? ;)

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#44 Kellen

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Posted 03 November 2007 - 11:01 AM

Wow, you already did the overlay maps, wall limiting and everything too? That was quick work. :cheers:

I think it would be cool to add a quest with this map as a sort of "alternate dimension" or "back in time" Candlekeep. There are already 2 Candlekeep maps in the game (3 if you count BG2), why not another? ;)

I'm just drooling over the possibility of that being the official Candlekeep. Who wouldn't want to grow up in this?
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I love it! Very good job Big Poppa
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#45 Big Poppa

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Posted 03 November 2007 - 12:10 PM

I have only done the search map. Stuck it in the game just to test the scale which turned out about perfect I reckon. Do the rest in time. Also have to eventually swap the black nothing inside the doors to the actual building interiors.
Thx again for all the feedback n such.

I suppose looking at it now, it could resemble candlekeep many decades ago heh. Never planned for it to be like that. I just went for what I thought looked cool.

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#46 Jarno Mikkola

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Posted 03 November 2007 - 01:24 PM

But it surely looks nice. :coolthumb:

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#47 Big Poppa

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Posted 07 November 2007 - 06:02 PM

Area works perfectly now. All maps n walls done, all ambiants working and all water overlays and doors added and animations done. I even added some area interaction points like large rocks that can be tipped over or a loose bricks that can be pulled from the walls to reveal a hidden item or stash etc. Looks cool. Interiors are underway.

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#48 Big Poppa

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Posted 08 November 2007 - 03:39 PM

One of the guest houses. Just to give an idea of the style these buildings will have. Again, very iwd1ish.

Guesthouse.jpg

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#49 Big Poppa

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Posted 09 November 2007 - 07:03 AM

And a bakery with stove animation

Bakery.jpg

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#50 Deathsangel

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Posted 09 November 2007 - 08:04 AM

Are these little quests of yours for in the prologue or for when you return? The later would interest me more, I must say. This as the little quests in the prologue can't change too much, for you shouldn't get out of Candlekeep as a level 2/3 character so to say.

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#51 Jarno Mikkola

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Posted 09 November 2007 - 09:03 AM

Or better yet, one does something in the prologue, and the reward comes in chapter 6 (Icewind Dale). :whistling:

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#52 Big Poppa

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Posted 09 November 2007 - 09:59 AM

Alot of the times, little quests are refered to as pointless crap which only exists to gain exp which makes you stronger so you can go n kill stuff. This is probably true when each time you play the game, these little quests are exactly the same and never change and always grant the same exp. The basis for my quests will be to A: randomly change quests or the way a quest turns out so it adds replay value, B: Change personel and the items they carry so pick pocketing now has suprise and gamble. C: Make at least 2 ways to go about every stage of a quest, often more if I can think about it. An example would be..... If you were asked to steal a ring off a person, you could threaten him if your stats were sufficient, you could knock them out, kill them, poison their food, wait till they sleep and grab it, pay some else to do it etc etc. Some times the options will be closer to 10 than 1. This may be over kill for some simple little quests but it adds alot I think.
In doing this, I think that you can have alot of fun doing quests for next to no experience as compaired to bg2's 1000000000000exp for finding a kids teddy bear.

BTW, here's the squat bunk house for the pisshead stragglers hehe.

Bunkhouse.jpg

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#53 Nuuskamuikkunen

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Posted 09 November 2007 - 11:05 AM

Really beautiful.

#54 Big Poppa

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Posted 10 November 2007 - 03:28 AM

Thx

Here's the guard house which is a nice interactive area. 3 locked chests, overnight cell, secret stashes and a link to a locked weapons cache in the cellar.

Guardhouse.jpg

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#55 Choo Choo

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Posted 10 November 2007 - 03:30 AM

Oooh, sweet!

(Although the name "Abdel" makes me wanna scream.. and you can blame the BG novels for that.)

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#56 Big Poppa

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Posted 10 November 2007 - 03:33 AM

Yeah, I read the SOA novel when the game game out back in the day. What a steaming pile of C!!P that was heh.

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#57 Big Poppa

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Posted 13 November 2007 - 08:28 AM

A few more. Local blacksmith and a cellar

Blacksmith.jpg

weaponcache.jpg

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#58 Miloch

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Posted 13 November 2007 - 01:48 PM

That's great you're giving as much attention (or more) to the interiors as to the exteriors.

And a bakery with stove animation

Nice. Of course, bakeries often had breweries attached to them :cheers: since they use the same raw materials. And there'd be a mill somewhere nearby, though that might be crowding the map a bit.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
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#59 Jazhara7

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Posted 14 November 2007 - 08:00 AM

That's great you're giving as much attention (or more) to the interiors as to the exteriors.

And a bakery with stove animation

Nice. Of course, bakeries often had breweries attached to them :cheers: since they use the same raw materials. And there'd be a mill somewhere nearby, though that might be crowding the map a bit.



Depends on the type of mill. While I am certain it is quite windy on that cliff, the walls would hinder a windmill. Maybe there is a windmill nearby farther up the cliff. They're usually standing seperately.

If there was a stream, there could be a water mill.

Or the baker could just grind the corn himself, though considering there are quite a lot of people in Candlekeep, that could be quite tedious. Of course, there are proper round grindstones that can be operated by hand. They're not as large as the ones you'd find in another type of mill, but it should suffice for a small settlement like Candlekeep, and be more effective than grinding it by hand with two stones.




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#60 Big Poppa

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Posted 14 November 2007 - 08:03 AM

The grind stone sounds pretty cool actually. I might make an animation of one in use that is somehow crank operated as supposed to man power. I plan on having a watermill at some stage but not in the keep walls.

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