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Author Topic: Let's Mod - Wizardry 8!  (Read 11390 times)

WillowLuman

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Re: Let's Mod - Wizardry 8!
« Reply #15 on: August 28, 2013, 01:30:05 pm »

Alright, here's what I have of the level so far: https://www.dropbox.com/s/z80eq6n2pwbtyim/spare14.rar

Just unzip to your /Levels folder in your Wizardry 8 directory, overwriting everything. Delete the folders to uninstall. To see the new area, walk by the first chest after you start a new game and it will prompt you to teleport.
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Greiger

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Re: Let's Mod - Wizardry 8!
« Reply #16 on: August 28, 2013, 01:56:39 pm »

From the looks of those screenshots you already have map editing down far better than I ever have.

Backed up my levels folder and downloading yers to my install now.  Lets see how it goes.
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Greiger

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Re: Let's Mod - Wizardry 8!
« Reply #17 on: August 28, 2013, 02:20:59 pm »

Looks great.  As I said you clearly have map editing down far more than I do.

When I entered the custom area I was pointed the wrong way though, and ended up thinking I had to wander down the road before I figured out I was just on a clone of the monastary road and turned around.  Think the place of arrival needs some rotation to actually point to the dungeon.

I remember hearing there's some way around the game giving (unused) as the name of the zone, but I don't remember what it was off the top of my head, and I don't recall how feasible it actually was to do.  Other than that all the doors work, and I didn't find any odd geometry or collision where there shouldn't be any.  Seems like a great start.
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WillowLuman

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Re: Let's Mod - Wizardry 8!
« Reply #18 on: August 28, 2013, 02:47:21 pm »

Oh yes, you'd have to use the CF injector to make the map names work. If you have the CF, edit the batch file to point to your exe.

The cloned area will be modified heavily later, featuring walkable areas on top of those cliffs, but it will also be sealed off as a place to come back later in the game.

I'm a bit unsure of what to do with the canyon. Should it run North/South, or East/West?
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Mephansteras

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Re: Let's Mod - Wizardry 8!
« Reply #19 on: August 28, 2013, 02:53:05 pm »

Man, haven't played that in ages. Should still have my disks, though.
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Greiger

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Re: Let's Mod - Wizardry 8!
« Reply #20 on: August 28, 2013, 03:20:36 pm »

I'm a bit unsure of what to do with the canyon. Should it run North/South, or East/West?

Well that probably depends on what is supposed to be around that area.  The vanilla game seems to do a very good job of making the areas sorta make sense in relation to eachother.  In the vanilla game the entire map is situated around a central lake (where the Rynjin and nessie live).  And you can walk around that entire lake and come back to point A if you desire.

So whether the canyon goes north or east should probably depend on which way you want the PCs to actually be able to travel.
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Draco18s

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Re: Let's Mod - Wizardry 8!
« Reply #21 on: August 28, 2013, 03:53:28 pm »

And you can walk around that entire lake and come back to point A if you desire.

I did once.  I don't remember why though.
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WillowLuman

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Re: Let's Mod - Wizardry 8!
« Reply #22 on: August 28, 2013, 04:28:33 pm »

Here's an idea for the canyon:
Spoiler (click to show/hide)
Red is the walkable edges. I think there'll be a waterfall in the North, water at the bottom. I think there can be puzzles to get across at various points. The ultimate exit to the area will be at the South.
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WillowLuman

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Re: Let's Mod - Wizardry 8!
« Reply #23 on: August 29, 2013, 12:19:40 am »

More stuff added. Again, I'm stuck on how to proceed. Where and how should I bridge the gap?

https://www.dropbox.com/s/mwprqtnb2r85ud0/Levels.rar
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WillowLuman

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Re: Let's Mod - Wizardry 8!
« Reply #24 on: August 30, 2013, 02:00:14 am »

Sooo....

Here's my idea for main story right now. The world is mostly wild-west level of technology or lower, but there's a somewhat advanced civilization living in a teraformed crater on the moon, with a few outposts/colonies/enclaves on the planet.

So along comes this evil space cloud thing, enveloped in darkness, that settles in geostationary orbit above the planet and starts siphoning off the world's life force. This causes outbreaks of monsters as people and animals in the worst effected areas become withered, undead husks. For some reason or another, your party is in a shuttle that winds up passing through the fringes of the evil space cloud, causing you to crash on a mountaintop.
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WonkoTheSane

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Re: Let's Mod - Wizardry 8!
« Reply #25 on: September 01, 2013, 06:39:52 am »

Sooo....

Here's my idea for main story right now. The world is mostly wild-west level of technology or lower, but there's a somewhat advanced civilization living in a teraformed crater on the moon, with a few outposts/colonies/enclaves on the planet.

So along comes this evil space cloud thing, enveloped in darkness, that settles in geostationary orbit above the planet and starts siphoning off the world's life force. This causes outbreaks of monsters as people and animals in the worst effected areas become withered, undead husks. For some reason or another, your party is in a shuttle that winds up passing through the fringes of the evil space cloud, causing you to crash on a mountaintop.


Nice storyline. Maybe the shuttle could crash into the upper branches of Trynton.
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WillowLuman

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Re: Let's Mod - Wizardry 8!
« Reply #26 on: September 01, 2013, 01:14:47 pm »

Nah, this is a completely new setting. Everything from the original Wiz8 setting is gone.
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WillowLuman

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Re: Let's Mod - Wizardry 8!
« Reply #27 on: September 01, 2013, 01:45:58 pm »

I've retextured the bandits for one of the undead husks already:

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Greiger

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Re: Let's Mod - Wizardry 8!
« Reply #28 on: September 01, 2013, 05:41:21 pm »

Augh the higardi rogues are going to eat my brain instead of ineffectually punching a big lizard in full metal armor!!!!

*looks awesome*
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hachnslay

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Re: Let's Mod - Wizardry 8!
« Reply #29 on: September 02, 2013, 07:05:15 am »


About the story - how do our heroes come into this?
 - possible solution: extend the staircase *down* (new zone - cryostasis facility)
 - Areas: wet with swamp like areas - slimes as enemies.
 - Illumination: glowing shrooms ?
 - near exit: corpse with Barracks ID card.

The canyon is blocked off - stones.
In the Barracks you find explosives.
After the explosives are applied it teleports to the same area with no blockage. however the way back into the cryo facility is blocked by a cave-in.

About the canyon:
Consider Overhangs under which enemies seek shelter from the sun.
 - Crimson Poppies?
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