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#1 |
Dungeon Master
![]() Join Date: July 31, 2003
Location: St. Louis
Age: 51
Posts: 74
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So I've delved back into my Sunless Citadel mod. I fixed up some of the "foliage" art I made, enhanced some backgrounds, and created a mushroom overlay (which I just might have to submit to the contest!). This screenshot is an ingame picture, and is representative of the Twilight Grove level in the game (for any who are familiar with the original module)
Hope you like it. ![]()
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#2 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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Looks pretty cool, Twilightking.
I'm sure Tarlanon would agree, the more contest entries the better. Especially good stuff. ![]() -manikus |
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#3 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
Posts: 1,171
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Really beautiful! The screenshot whets one's appetite on wood blewitts.
I was just wondering if there is the possibility in DC to change walls after the party has walked through them for the first time. For example after the party walked through TwilightKing's mushrooms, they could look a squeezed when the party returns to them... Perhaps it could be done via GPDL?
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#4 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
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It is definitely possible. you could either use the Logic Block, or do two versions of the area with a quest being used to determine if the party had already been through there.
-manikus |
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#5 | |
Dungeon Master
![]() Join Date: July 31, 2003
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Age: 51
Posts: 74
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Quote:
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#6 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
Posts: 1,171
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Yes, trampled mushrooms!
I have already used the two areas method (party drops a bomb inside a building, moves outside, waits for the bomb to explode and when the party enters the building again after the explosion, the second area with destroyed walls is used...). But that method certainly cannot be used for trampled mushrooms (or, what I want to do, smashed walls like for example in Lands of Lore, were the party could destroy several walls with a hammer), because the wallsets should be exchanged while the party walks through the currently used area. So I see I have to learn how to use logic blocks... ):
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#7 |
Dungeon Master
![]() Join Date: July 31, 2003
Location: St. Louis
Age: 51
Posts: 74
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Here's some more. Man, I'm really getting back into this!
An archway, and some old, stone walls for inside the citadel: ![]() The Bugbears I made some time ago, along with a huge Dire rat. Spud is toast!! ![]() Spud wanders into some Trolls. I touched them up some more, after having redone the original FRUA troll. Once again, Spud is toast!!! ![]()
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#8 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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This is looking great. I want more.
![]() ![]() ![]() -manikus |
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#9 |
Dungeon Master
![]() Join Date: July 31, 2003
Location: St. Louis
Age: 51
Posts: 74
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Ok, here's a couple more!!
![]() This one, Spud foolishly barged into a guardroom full of kobolds. With no armor, he was bristling with kobold spears before long. This shot is an actual encounter in the module. Screenshot features new combat walls, based off the citadel walls you saw above, and a new kobold desgin! ![]() This shot is zoomed in a bit so you can see the details on the kobolds. They look like they have a bad attitude! ![]()
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#10 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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Those are some nice, er, I mean, tough looking kobolds. They look very much like the ones in the Monster Manual I had years and years ago.
![]() -manikus |
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