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VanyaSleeper

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  1. Thank you all for the positive comments. Would it not be an idea, then, to add more enemies to certain points in the Dungeon when the player has collected the loot at the end? This would only apply to the particularly big, complicated Dungeons as a.) they would be the ones to contain some "reward" at the end and b.) The trek back would be more exciting. On top of that, I'd anticipate that some players may take a different route back than the one they took to get there, due to the number of routes available, making the above a failsafe.
  2. A good idea, and a few people have approached in wanting to help, some expressing interest in designing a few quests. It's certainly something to think about. If they were made though, in keeping with the mod, quest objectives and the like would not be used, I suspect. Just a little snippet of the first Dungeon in development. This is the Entry hall to a tomb, it is just one part of the dungeon and even this one cell is unfinished. But I think it gets the idea of the sort of thing we are planning to achieve here. Note the multiple levels and multiple offshoots leading to different parts of the Dungeon.
  3. That is a very good idea and one I was planning to implement, this confirms desire for it. I think I'll leave the Daedric quests where they are, for now, but make more unique artifacts - not overpowered but they need to be worth trekking through a deadly ruin to find, yes? I am a great believer in rewarding those who search off the beaten path, something I think Skyrim and Oblivion lacked - as much as I love them. This was my worry. The Dwemer ruins in Skyrim are many, yet they are straightforward and, I think, quite boring. Twists like that would definitely be what I would to achieve. Also, I would like to make them a bit scarier, personally. The ruins in Morrowind did scare me at times, with their creaking metal and dark corridors. Again, the word atmosphere comes up.
  4. @Kalva Good to hear such positive things! I had the same feelings about Labyrinthian. Despite being named after the Maze outside the ruins (which wasn't a maze at all) I still felt the actual dungeon needed to be a lot more complicated. Shadowmarks seem like an interesting idea. I will definitely work on getting you lost. I think I can take the hate if it means you enjoy yourself :) @Nyhilisa I will definitely need testers when I come close to releases, thank you for the offer. It is interesting backstory and non-quest related stuff like that which is what I am hoping to include in my dungeons and caves. I think it just adds to the fun of exploration which was so present in Morrowind, at least to me. I will probably be making a small project page where various ideas and the like can be submitted. I will be sure to link to it via this thread or I could PM you about testing. Thanks for the support again.
  5. Thanks for the support :) I am aware that I can't add many roaming NPC's at the moment due to Navmesh bugs, but at least Bethesda said they are getting this sorted soon.
  6. First of all, please don't let my user creation date of lack of posts scare you away – I have been modding for Morrowind and Oblivion for years. I've just never released or gone public with many of my creations, preferring instead closed releases to the intended audience. That out of the way, let me truly begin. Morrowind Style Dungeons, or MWSD, is something I've been working on and chewing over just days after Skyrim's release. It was pitifully obvious to me that Bethesda had continued with their linear style of dungeons that were present in oblivion. This was to follow on their “wider audience” practice. I for one loved the dungeons in Morrowind, where you could get truly lost and somewhat confused at the layout. You thought you had found the way, just to be greeted around the corner by a particularly nasty bonewalker, and then realising that you hadn't saved in a while and you had to do the dungeon over again, yet this time you took a different path which, perhaps, made it easier. Or harder. It was this constant difficulty, confusion and uniqueness which made the dungeons in Morrowind, dare I say, fun. Not just fun though, but re-playable. You could return a week later to the same dungeon and have a completely different experience. So I decided to suggest to a few of my friends the idea of more complex, more difficult, more confusing dungeons in Skyrim and the suggestion was met with praise. A wider poll wrought the suggestion that I take the idea to the Nexus and here I am. Whether this gets released publicly or just as a closed release depends on the feedback I get here. Below are the main summary points for what I am doing and for what I hope to achieve. More complex dungeons. This doesn't just mean an extra hallway here and there, this means many dead ends, roundabouts, secret passageways, passages that lead to traps (literal “dead” ends) and passages which lead nowhere but have exciting and enticing loot at the end. Less Linear dungeons. Multiple routes to multiple exits, multiple rooms and cells. Rooms which serve no purpose other than dungeon delving, with exciting enemies and tough fights which are rewarded. Confusion. Disorient the player somewhat with crossroads, multiple levels and the aforementioned dead ends. Story. Make each dungeon exciting. If this means a full back story, or just a skeleton with a name, with a few clues as to what happened to the poor sap next to him, its the little unique things which make each dungeon memorable. Difficulty. Speaks for itself. Each dungeon a challenge. Some more challenging (yet more rewarding) than others. That's the mod at a quick glance. What I think separates this mod from others of a similar nature is the unique, hand crafted feel displayed over a large quantity of Dungeons. I dont plan to make just two or three, I plan to make many dungeons, each with many cells. Ambitious, yes. But enjoyable to do and I think it would be well received by those who want a bit of spice added to their game. So, what I would really appreciate from you guys; Am I wasting my time with this or would this sort of thing have an audience? Would you also like to see Morrowind Style Dwemer Ruins? Personally, I would, but Dwemer stuff is less accepted generally than dungeons and caves. Would there be anyone who would perhaps like to help? I always welcome assistance, whether it be in the form of ideas, designs or whatever. Well, that's it. Thanks :) Vanya Apologies for any English mistakes you may see, it is a second language of mine, that should be no excuse, though, since I have been speaking it for many years now.
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