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Custom cave map, how?

tiborrustiborrus Member Posts: 94 Arc User
I would like to create a custom cave map, no with premade rooms. How do I do that?

I think, I select one empty outdoor map(plain medium for example) and on this map I build up my cave.Exist another method?
I try to build the custom cave on the custom empty map, but this can be only interior map and I use only premade rooms(due to the start point). I try to connect premade cave room with my "custom" cave hallway, but it failed.
Any idea?
Post edited by tiborrus on

Comments

  • buffsmadbuffsmad Member Posts: 100 Arc User
    edited November 2013
    This might help once its live. Maybe check it out on preview to see if it meets your needs?

    http://nw-forum.perfectworld.com/showthread.php?527701-New-Room-Type-Room-Builders!
  • kithliskithlis Member Posts: 217 Arc User
    edited November 2013
    Check out my second map in my second quest (NW-DL3H3SAEC).

    I started with a basic flat map, then used large stone assets to form the walls/ceiling/floor and other structures.
    I mostly used the "Chasm" assets.

    ShadowsGrave_zps76bd87da.png

    (Feel free to start at the beginning of the campaign, too ^.^)
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2013
    Yep, outdoor map, "cave" or chasm details, check out boulders and rocks as well. There's some "Mossy wall" detail that is HUGE also could be used for cave flooring, etc. - Examine all the details available, and try spinning them around, on their sides, check out the "backs" of them, etc.
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    Thanks to everyone, it was very helpful! I think, the fog is suitable for "ceiling" , because if the ceiling is rock, very hard to positioning details on the cave floor. Probably need to add to the map cave floor and walls first, then details, and finally the ceiling.

    One screenshot from my outdoor map, where is the cave entrance:

    [IMG][/img]screenshot_2013-11-09-20-16-53_www.kepfeltoltes.hu_.jpg


    Work in progress! Already have grass too! :)
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    kithlis: I will try it!Not too hard? :rolleyes:
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    buffsmad wrote: »
    This might help once its live. Maybe check it out on preview to see if it meets your needs?

    http://nw-forum.perfectworld.com/showthread.php?527701-New-Room-Type-Room-Builders!

    Yeah!Good news!!!Thx!
  • kithliskithlis Member Posts: 217 Arc User
    edited November 2013
    tiborrus wrote: »
    very hard to positioning details on the cave floor. Probably need to add to the map cave floor and walls first, then details, and finally the ceiling.

    This is true enough - although if you do add the ceiling in, you can always set Editor Display Priority to show lower. Then other objects would appear "on top of" the ceiling in the 2D edit, even though they are actually below it.
    Your way would probably make more sense though ;) It was a bit of a jumble of rocks when building from the 2D perspective when I did mine.

    Was building it hard? or is my quest hard? :)
    Building wasn't too bad, but the biggest thing I struggled with was some of the large rock assets had really obvious/bad clipping issues. It looked like the player was up to his knees in stone (and worse) on some sides of the rock. So make sure you check that out. I also added invisible walls along all my edges, so the player shouldn't be able to fall down. I wanted to preserve the sense of height in mine.
    My quest shouldn't be too hard. There are a few fights in the main quest that would rank at Challenging, but one you can avoid, another you have help, and a third you have optional help. I do like to mix some encounters, but I try not to stack them much harder than you normally get from the pre-made sets.
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    "Was building it hard? or is my quest hard?"

    Your quest... :)

    "This is true enough - although if you do add the ceiling in, you can always set Editor Display Priority to show lower. Then other objects would appear "on top of" the ceiling in the 2D edit, even though they are actually below it."

    Thx!!!This is new information for me. I have seen this option, only I didn't know how to use it.

    Off: How can I insert big image?I try it(see above), but my image too little...:(
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    Room Builders set is already aviable? I can't find it anywhere. :(
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2013
    tiborrus wrote: »
    Room Builders set is already aviable? I can't find it anywhere. :(

    On NeverwinterPreview.
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    Thx!

    Sorry, but I have some problem with cave...

    I build a little cave for test in one flat outdoor map. I fell from a height, but I didn't die. It's wrong and I couldn't solve it.

    I build another cave in the empty custom indoor map with cave rooms, and add to the map a Respawn point. I fell into the hole and died, but I couldn't be raised at the Respawn Point, like in the game. What could be the problem?
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2013
    tiborrus wrote: »
    TSorry, but I have some problem with cave...

    I build a little cave for test in one flat outdoor map. I fell from a height, but I didn't die. It's wrong and I couldn't solve it.

    I build another cave in the empty custom indoor map with cave rooms, and add to the map a Respawn point. I fell into the hole and died, but I couldn't be raised at the Respawn Point, like in the game. What could be the problem?

    Nope, no problem. Indoor cave maps have a "deathplane" at various heights (y=-31, y=-81, etc) where if the PC or mob falls below is instant death.

    Outdoor maps have no such thing. On an outdoor map you have to fall about 400' to die.
    Falling damage is a percentage of your maximum hit points. See here: FAQ Known Rangees

    Edit: ...and no, Cryptic has not provided authors with a way of setting/adding a deathplane.
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    eldarth wrote: »
    Nope, no problem. Indoor cave maps have a "deathplane" at various heights (y=-31, y=-81, etc) where if the PC or mob falls below is instant death.

    Outdoor maps have no such thing. On an outdoor map you have to fall about 400' to die.
    Falling damage is a percentage of your maximum hit points. See here: FAQ Known Rangees

    Ok, I know this.But if I fell down on the cave map in the live game and I died, I can raise at the Respawn Point. But on my map not. So I can't use this map for my Quest.The player will stuck in permanent dead...:mad:

    You solved this on your cave map with invisible walls?(The player can't fall down?)
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2013
    tiborrus wrote: »
    Ok, I know this.But if I fell down on the cave map in the live game and I died, I can raise at the Respawn Point. But on my map not. So I can't use this map for my Quest.The player will stuck in permanent dead...:mad:

    Things work differently between live and preview. Preview tries to respawn you where you died so you can keep working in the 3-D editor without having to run/fly all the way back. Live respawns you at the nearest respawn point.
  • tiborrustiborrus Member Posts: 94 Arc User
    edited November 2013
    eldarth wrote: »
    Things work differently between live and preview. Preview tries to respawn you where you died so you can keep working in the 3-D editor without having to run/fly all the way back. Live respawns you at the nearest respawn point.

    Oh, thx!This is good!
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