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Calling All Dungeon Makers


David Brasher

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EDIT 7/21/10:

 

Well folks, you win some and you lose some. Sometimes the ambitious plans come to naught. But there is always something to be gained from an experience. In this case we actually have a finished mod, even if it is a bit smaller than planned.

 

The project is finished and the resulting mod from the 10 Dungeons in 10 Days project has been uploaded at this link: Two Dungeons

 

This thread is terminated, in the sense that I will no longer be monitoring it.

 

 

 

 

ORIGINAL POST:

 

I am a dungeon maker and I am bogged down in a project with a bunch of nasty scripting. This is not what I was made for. I want dungeons.

 

So I propose that nine dungeon modders join me and take up the challenge to each build, debug, and play-test a dungeon of their own within the next ten days. The mods can then be play-tested, peer reviewed, debugged, merged, modcleaned, and uploaded with full credit given to all project members. The result will be a nice big mod with ten dungeons in one download.

 

Dungeons must meet acceptable quality standards. All modders must use snap-to-grid and have seamless dungeons. Dungeons must be path-gridded. For this project there should be no mod dependencies. People of all skill levels are welcome if they can do the work. If there are problems with a dungeon it won't just be automatically rejected. The modder can be given advice and work can be done to fix it so that it can be part of the upload.

 

My recommendation would be that the dungeons contain three levels each. But artistic vision rules. Make your dungeon however you like as long as it is good. Make a cave, Ayleid ruin, fort ruin, custom Oblivion gate, haunted castle, or whatever you like. You may add items and creatures with new meshes or textures, but it is not required and not expected of you. This proposed project is about speed and large-scale production.

 

If you are up to the challenge of rapidly building a dungeon, post your comment here.

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Blast, offers like this always come up when I'm bogged down in a project.. Making a dungeon..

 

I'll do it, I had an awesome idea for a dungeon in a dream. Can the dungeon have unique meshes for construction? I was planning on reusing certain parts of one of my other mods.

 

Ooh, can I use Mr_siika's meshes? They work awesomely for dungeons.

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My idea was to have no mod dependencies, because if ten modders all had their own ideas for mod dependencies, there could be so many mods required to play this one that nobody would want to download it. If the meshes could be part of the stand-alone mod then that could work out nicely.
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I really shouldnt do this.

I am learning to model, and supposed to be team lead of a modding team.

Very busy.

But... I really like dungeons...

 

Aah, consider me in. Ill get started right away.

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Sure, modder's resources are just what I need.

 

What do you mean by snap-to-grid only? I've been looking for a way of using the cave architecture in a manner that's interesting, and some new ideas came up.

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You may use methods besides snap-to-grid as long as there are no seams. What we do not want is people freehanding architectural tiles such that there are gaps between some of them and flashing zones of darkness and clipping between others of them. As long as it looks nice and nothing is perceived as a being a bug you can do as you like.
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I am unsure of how much I would be able to do in the next 10 days. My time is a bit divided between things in real life as well as other things online in which I am expected to attend at certain hours for a certain set many of hours. This does seam very appealing though... In an ideal situation I would have no problem going overboard and spending at the very least 30 hours on it. Hell, I've been known to spend 8 hours on a single room in a mod where that room was relatively low priority in entire mod just because I had, as you wonderfully put it, vision. Right now I can already picture everything I would do to it... The only problem is time.. A good friend of mine told me this "might be a spot of fun," and I can definitely agree. This seams like a good little challenge, or a least a fun thing to do... but I'm unsure how much time I'd be able to spend on it...

 

We will see. I'll pop open the construction set and make sure to do at least something every day.. Let's hope it's enough.

 

Be well, sleep well, fight well, live long.

~Ranokoa

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I know what you're talking of, Ranokoa. I spent a whole day building a barn freehanded, once.. Then I remember that there was a huge bunch left of the dungeon.

 

I think I can get mine done in that much time, but it'd be lower-quality and less detailed than I'd like it to be.

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I agree... I say that we do this first, and immediately after do a 30 day dungeon. Complete with storyline, good details and decorations. Plan on it now, do this first, then get to the 30 day one. This one is still a very good test of skill, however. With whatever little time you get do the most you possibly can, and the one to come out best is.. well you know.

 

Anyways, in a bit I'll post about a 30 day contest. After I make the link I ask that the author of this thread put up a link there, and I'll do the same, so further discussion doesn't side tract from this thread. Remember though!!! This one first. I'm VERY excited about it the more I think of it. 10 days... if I set aside a few things for a bit I think I might be able to get something... if I don't procrastinate.

 

Be well, sleep well, fight well, live long.

~Ranokoa

 

Link: http://thenexusforums.com/index.php?showtopic=216462

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Okay, I'll set aside this dungeon I've started; I want to use that idea for the 30-day one.

 

I'll set up a different one for here. One that'll take a bit less time.

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