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A tale of doors - The first cage

korussathkorussath Member, Neverwinter Beta Users Posts: 7 Arc User
edited August 2013 in Foundry Quest Database
Hi everyone.
This is my first foundry quest and i would like to share with you some of the working progress.
I've never posted on a forum any of my creation so i'm a bit scared and shy about it, but there is always a beginning.

A tale of doors - the first cage

It is plan she talks about doors, portal, banishment, planes and sigil.

I've always been really fascinated by planescape and sigil setting. Starting from torment, best rpg adventure ever played, with so deep and moving dialogues... well i'm not that good in writing dialogues, but i've been always willing to get even a bit of that world inside my d&d campaigns.

So the tale starts in far part of a city: could be luskan, Athkatla, Cormyrean Arabel or even an old and forgotten Neverwinter quarter. The important point is that everything feels like being in a dark, full of secret, venice-like setting.
A kind of carnival, lets say.

It has to feel like a Prime copy of the Cage, the city of doors.

Well, a bad copy. Instead of cosmopolitism, the dark cage features a cruel and obscure past; consequences of a war between powerful mages is still echoing, and who knows what did they experimented here, which kind of nameless things lurk into the shadows.

The quest would be divided into 3 parts, as the number of cages needed to be opened before we can obtain a full key to the concordant domain of the outlands.

This is the basical idea, but for the story/dialogues there is still much work to do, I just sketched it.

Here some screen of the Dark cage at the moment.
I put the most effort in creating a multilevel map without distance glitches. So i started basically creating a ground level about 30 feet in Y.

fgcd.jpg

Which could allow me in a second time to create a "dungeon-like" part. I know that this game is meant to be played with loading between a part and the other, but still I'm a true lover of open-world, It feels more real.

I made a little draw of a map on a piece of paper to know a bit how to manage space weights.
So, in order, I placed:

1) Water. (thinking already where the water should have been opened to grat access to underground)

2) Town boundary: a line of clustered houses all around to contain the "playable" area and to give a sense of smooth transition between playable area and scenery.

After that i layered the ground with stone tiles. To create that "stilt-house" effect i decided to use stone and scaffolding platforms. This was the basement on which the streets would have born. I tried to use a combination of bif tiles to less the number of details, at least in the first part of creation process.

I wanted the map to grat the chance to be used for jumping puzzles, assassin's creed rooftop running quest part and aerial combat. Mechanics like: mobs are on a different roof and the characters has to play avoiding and jumping till they reach them, or funny uses of powers like the rogue one to jump from roof to roof appearing behind mobs.

This is the result for now.

3r1c.jpg

yp1q.jpg

2rbj.jpg
Post edited by korussath on

Comments

  • karitrkaritr Member Posts: 662 Bounty Hunter
    edited August 2013
    Your city is looking beautiful, can't wait to explore and jump some rooftops :)
  • korussathkorussath Member, Neverwinter Beta Users Posts: 7 Arc User
    edited August 2013
    Here i could post just a little images, here anothers two worth imo.

    Some other streets
    http://imageshack.us/f/690/luh8.jpg/

    Near a dock (very WIP, all the city furniture details still missing)
    http://imageshack.us/f/401/fbg6.jpg/
  • vorsklavorskla Member Posts: 2 Arc User
    edited August 2013
    Send me your quest short code, when it is published, and I will play and review. This sounds very interesting so far :)
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