Exterior Area- by screenshots:

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dzidek1983
Posts: 1248
Joined: Mon Sep 21, 2009 9:02 am
Location: Poland

Re: Exterior Area- by screenshots:

Unread post by dzidek1983 »

tfunke wrote: You are welcome to join the building team and do something like this. We could always use more people that are willing to build new areas. ;)
if i could i would gladly make myself usefull

but i play on a laptop

and i am happy to even start to toolset and if it starts i have like 50% it crashes
Hey, I just lost it, And this is crazy, But here's my login, So PM me, maybe?
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Rasael
Retired Staff
Posts: 8096
Joined: Wed Jun 30, 2010 6:52 am
Location: Leiden, Netherlands

Re: Exterior Area- by screenshots:

Unread post by Rasael »

turn of autosave :geek:
tfunke
Retired Staff
Posts: 2305
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Location: Australia- GMT+10

Re: Exterior Area- by screenshots:

Unread post by tfunke »

Rasael wrote:turn off autosave :geek:

and NEVER select the placeable called Runestone {01 (X1)} in the placeables palette tab. It's the number one way to crash the toolset... stupidly enough!!

There is in fact an alternative to it called Runestone {02 [USE THIS NOT 01](X2)} which does not crash the toolset... for confusions sake.

Also drag selecting things to select them and being too hasty about it, is the second quickest way to crash the toolset.. :geek:
Per aspera ad astra
mdchrist
Posts: 90
Joined: Fri Aug 26, 2011 10:48 pm
Location: Tampa, FL

Re: Exterior Area- by screenshots:

Unread post by mdchrist »

Gosh this makes me wanna go back to the toolset and start building areas again lol, very nice job on the gnoll strong hold :D, i'm gonna steal some of your steps when i work on my exterior stuff hehe i never really laid it out like that before ^.~
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dzidek1983
Posts: 1248
Joined: Mon Sep 21, 2009 9:02 am
Location: Poland

Re: Exterior Area- by screenshots:

Unread post by dzidek1983 »

looking on how easily and quick you do it i just wonder...

what idiots work on the games so it takes them 3 years minimum to build one?

you should send them your CV... we would have games much quicker :)
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c2k
Posts: 1230
Joined: Sat May 16, 2009 7:29 pm

Re: Exterior Area- by screenshots:

Unread post by c2k »

dzidek1983 wrote:looking on how easily and quick you do it i just wonder...

what idiots work on the games so it takes them 3 years minimum to build one?

you should send them your CV... we would have games much quicker :)
To be fair, creating an area is only a small part that goes into creating a licensed game. So I assure you those people creating games are working 3 years minimum so that their game doesn't end up like this:


(Actual gameplay starts around 2:40 because the game takes 2m to load apparently. :lol: )
Reaver34567
Posts: 114
Joined: Thu Sep 16, 2010 8:04 pm
Location: Ohio

Re: Exterior Area- by screenshots:

Unread post by Reaver34567 »

Hah! Love the reference, c2k. I actually own this game. I got it for Christmas one year, when I was like fifteen or sixteen. Needless to say, it became an instant favorite. You can do, quite literally, anything in Big Rigs. It's so bad, it's good. It's the Plan 9 From Outer Space of PC games. "You're Winner" indeed.

Now I have to dig through my stuff, and find the box... It must be reinstalled.
Segori Val-Naar - "He who can destroy a thing, controls a thing."
TickledToDeath
Posts: 41
Joined: Sun Feb 21, 2010 3:34 am

Re: Exterior Area- by screenshots:

Unread post by TickledToDeath »

Simply amazing! Conserves the feel of the original BG map superbly. Tfunke you are absolutely skilled! Keep up the good stuff!
Styxwash
Posts: 147
Joined: Mon Jan 31, 2011 2:06 pm
Location: Denmark, Roskilde

Re: Exterior Area- by screenshots:

Unread post by Styxwash »

The zone looks amazing, amazing job no doubt. Totally true to the BG zone. Finely crafted.

I really do agree with dzidek though - another area with giant kin...? :|

Do we really need that? It's already more then 1/2 of the surface enemies you will encounter and pretty much 3/4 at CR16-17+ is a giant.

Seems like it's a trend that all the higher level content has to be BIG creatures, can't medium sized enemies be dangerous...? You fight one big creature at a time and they all have fairly the same strengths and weaknesses as the creatures in most other other areas.

Were really lacking the more specialized humanoid types that attack in numbers, like higher level bandits, cultists, tribals, covens evil druids/sorcerors etc. whatever
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