Awesome. The team getting interested in the UD once more :D Boy do I have a lot to say to you guys on Sshamath! Some of them are going to be a little harsh, so please, don't hate me! I have nothing against the Team at all and am glad that it was created, it's just some things seem a bit... eh, you'll see what I mean. For reference I'd ask you to look at this
map as we go forward.
Firstly I'd like to point out the size of the city. It's... small. Sshamath is supposed to be roughly 3 miles wide from West to East, and somewhere closer to 8 miles wide North to South. More importantly, on the server it's the only UD city, as far as I am aware as a lowbie, that we can even get to. It's where ALL the social action and events go on. As an UD player if you're not killing things out in the tunnels you're back in Sshamath.
So my first request would be to please make Sshamath a bit more grand? It's currently got 2 exterior zones where most of the action happens and 1 zone that is for some reason a combat zone, despite the City Mythal being supposed to fry any creature that attacks a citizen. Baldur's Gate has 3 exterior Main city zones, 2 exterior zones that are the farmlands surrounding it, and a final exterior zone that is more or less a barrier to the South. I'm not asking to have Sshamath match that exterior zone count (although I'd love it if that was on the table) but perhaps splitting the city into quadrants rather than halves?
More on the "grandness" of the city is that were also missing a LOT of the stuff in Sshamath. No less than 8 of the Schools, the Shattered Scepter, The Quillspires, and the Cage. All of which would add a certain facet to the RP available down in the UD. The Schools are obvious, the Shattered Scepter would be a great place to move the Player Spawn Point to rather than the Gloura's Wings Festhall, The Quillspires would be a good place to place all the scroll merchants as well as the Librarian, as well as being a great place to RP when researching things non-magical, and the Cage could be a great place to put in some Hunting quest starters as well as RP for discussing UD creatures and what not. I know that the schools at least would be a lot of work to make interiors for, but could at least their exteriors be made, so at least we can walk up to said building and then have a DM port us to an appropriate DM zone rather than having the Bodyguard of the Master of the School of Illusion just traipse into the Gloura's Wings to get a DM event going?
Also, spreading out from Sshamath itself would be the
zones surrounding it. Varalla's passage is only supposed to go straight for the surface, it was literally created just for that purpose by the Lich Queen at the behest of the Conclave and doesn't connect to other travel points. Oghrann is not West of Sshamath, but East. The Gauth Grottoes containing the beholderkin should be between Sshamath and Oghrann. Basically what I'm saying is that the Underdark zones don't really line up with their lore at all, and Sshamath lacks a lot of exits. There's an exit on its East side heading for the Gauth Grottoes and Oghrann, and a Southern exit heading for the Giant's Chalice (a LowerDark lake) and presumably a branching path that leads towards the various cities to the Southeast and beyond the Giant's Chalice to the South.
The Z'orr'bauth (The big central pillar that currently leads to Varalla's passage) would instead head North and West how we have it, heading towards the Netherese ruins to the Southwest and Ched Nasad as well as other cities up North.
Now back to the city itself. Sshamath is supposed to be the absolute brightest Drow settlement on the entire continent of Faerun. It's supposed to be so bright in Sshamath that other Underdark denizens who come to visit are actually dazzled by it, making it a tactical bonus of the city. As it is, it's dark enough that I need to use my Darkvision in order to distinguish any color besides purple if its not directly within a light source.
A few of the things in the city have been rearranged from the lore as well. You can actually go behind the Darkspires, which is supposed to be set right into the Southern Wall of the cavern, and the Darkwoods got moved from a corner in the Southeast to taking up the whole southern edge of the map. The rest really isn't specifically placed but it would be nice to have the whole place line up with the map above just so we can take a look at it and find our way.
*looks at what he's written up to this point* I know I'm missing some stuff, probably having to do with the interiors, but I think that's more than enough for now. I would please let it be known that this feedback is more or less simply for the sake of replying to the original question. I know that what I propose here would take a hell of a lot of work and may not be feasible at all given the limited ability of the NWN2 Toolset.
Anyway, thank you for reading all this, hope this actually helps somehow!