1, Forced camera angles. Not a clever way to make an ambush more tense.
2, The pseudo transition doorways make using henchmen and companions awful because pathing is COMPLETELY horrid in the area. You don't feel immersed in a close quarters environment. You feel like you are stuck in a place where the choice was arbitrarily made to have everything covered in PC crazy sticking clue.
The two things combined with the spamming sneak attackers diminish the area greatly.
Plus side, great aesthetic touches and such that add to Guldorand feeling like a city with an Underworld to it.
Edit: After going further, just bad, really, scrap it it, start over. The set up of the 'chief' area just completely screws a player, its awful, should have been scrapped with one test play, just doesn't work, is absurd. No really, it is horrible, bad, not good. Specifically the setup down the hall way, with it just spam ranging on the player is bad, really, really bad, gimmicky.
'Robber's Nest' has several issues.
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Re: 'Robber's Nest' has several issues.
I'm not sure what is meant by forced camera angles, its certainly something I've never attempted to adjust - Arelith doesn't use cut scenes.
Also, no idea what is meant by pseudo transitions? Interior transitions are common in a great many dungeons.
Also, no idea what is meant by pseudo transitions? Interior transitions are common in a great many dungeons.
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Re: 'Robber's Nest' has several issues.
The forced zoom and angle change on the side of the hallway transitions, will force you into a tight camera angle that faces away from the mobs. Not an end of the world if stealthed, but still if spotted or unstealthed, a round or more lost to fighting the camera to just target foes. Pseudo transition being the non NWN wider door and archways. The companion literally couldn't find path through them, and just stayed stuck like they do on a badly put placable.
Re: 'Robber's Nest' has several issues.
Having looked into the dungeon:UilliamNebel wrote: Sun Mar 14, 2021 5:23 pm 1, Forced camera angles. Not a clever way to make an ambush more tense.
2, The pseudo transition doorways make using henchmen and companions awful because pathing is COMPLETELY horrid in the area. You don't feel immersed in a close quarters environment. You feel like you are stuck in a place where the choice was arbitrarily made to have everything covered in PC crazy sticking clue.
The two things combined with the spamming sneak attackers diminish the area greatly.
Plus side, great aesthetic touches and such that add to Guldorand feeling like a city with an Underworld to it.
Edit: After going further, just bad, really, scrap it it, start over. The set up of the 'chief' area just completely screws a player, its awful, should have been scrapped with one test play, just doesn't work, is absurd. No really, it is horrible, bad, not good. Specifically the setup down the hall way, with it just spam ranging on the player is bad, really, really bad, gimmicky.
1) It is a top-down dungeon, like any other. However, there are some noticeable issues with the potholes in the dungeon tileset. When running over them, it forces a zoom. This would require some tileset investigation to determine why this is happening.
2) Doorways are seated deeper in some doors and the tileset doesn't hide the feature as you enter it. There are levers for some of these doors - we can review it later. However, you do have -fetch which can be used to bring your henchmen / summons to you. It is a work around for now
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