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I've been working hard on those outer 'cave' areas that split off from level 11, and they are nearly done!
But also, I have tweaked level 10's last area--less creatures spawn, still a lot, but a few less than their used to be. Level 11's 'Desert' Fighters have all been re-created from scratch, as they were doing Druid things, and was a bug. They work fine now, and do normal 'fighter' things.. [img]smile.gif[/img] Also added 'Cleric, Mage and...others'. Also, I have nearly finished up the last 'area' of level 11, and added a bunch of new placements (Trees, etc..) and more monsters/traps. Level 12 is also underway, and is something totally different than any other level ever seen--talking about the WAY it's laid out. And prepare for level 13---a lucky number? ha.. nope! :D Level 13 will have a large teleporter maze which is probably the most scripting I've done in one area, ever! Loads of corrections, and changes to many levels--and 40 new items, and dropping new unique/set/other items as well! I'm finishing some things tonight, and sometime tomorrow it'll be opened up and updated for the server!! |
Ack...I had to drop out tonight after the town battle and never went down to 11. I'll have to see it another day.
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I haven't gotten there to see what's different tonite, but I might, insomnia is a drag, unless there is exploring to do. Was down there today, a few times, damn those teleporting doors, lol, even though we were using them for escape routes. :D Looking good though, and it did seem not so laggy in Lizard Town. Also, since i'm sure that most of us will at least look here, the role play in the server has gone up dramatically recently, and it is cool to see, and participate in. My travelling companion to 11 and I spent 45 minutes hiding, while i role played out my char's history for him, and he not only listened, but played along at the appropriate parts, thanks guys, and you know who you are.
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Just wondering if anyone has tried out level 10 and 11 today with the changes? I totally redid all the desert warriors and even added a new one--one of many more to come. Also trickled some unique and set items on level 11, and added many new treasure areas.
I decided to wait till I finish ALL 12 of the small cave areas before I link them--which will be in a day or so, I didn't get to work on them as much today as I thought I would. (Had to work on the hot water heater) yey. [img]smile.gif[/img] Anyway, try the new desert warriors out, and let me know what you think--they are weaker, but there will be more of them.. give me some feedback on it! [img]smile.gif[/img] Thanks!!!! |
<font color=skyblue>Well, last night, I was playing a new gnome wizard that was built to have hopes of a fun time in level 10, and I quickly discovered that he was too weak to last even a few steps! I may have to pass it up tonight (don't know yet), but will hopefully be able to get into ch. 11 by Tuesday night.
Ziroc, if you'll slip me a secret portal somewhere, I will play-test 11 for you and let you know if I find any troubles. Or you coooouuuuuuld make me a DM.... :D </font> |
First off, that was one of the funniest things i have ever seen in undermountain. Nothing like a naked drow to get things going. Lvl 11 is great. I loved it, even the odd spawn thing that kept happening, hmmmm, lol. I gave him the what for on uber gear in Undermountain.
The snow has to go, way too laggy. None of the creatures seemed too hard to deal with, and i really like their gear. I left the game with a lot of it. Oh, but i will be deep in Durnan's pocket on my next visit! :D Great work on the whole module, as i've said many times. Can't wait for the next lvls. |
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I have attached 2 caves (they are not done inside, but the layout and placeables are done. (just gotta place monsters and treasure). [img]smile.gif[/img] Should be done tomorrow!!!! |
<font color=skyblue>How 'bout that quick-jump for your play-testers, mate?!!</font> :D
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