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Hyper Anthony: 2011-06-08 04:01:31 pm
SW'ian Gray!
Hey everyone, I'm currently in the process of renovation the visual appearance of many areas in the world (some of which haven't been touched since 2003!!) and I'm posting this thread to help keep track of the progress. If you have any suggestions for me, this is also the place to put them.  If you'd like to see some screenshots of the changes, I have about a dozen hosted on my blog.

Completed Changes are in black; Planned Changes are in Red

Character Creation
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* Added a dark zone
* Replaced torches with particle fire, changed lighting effects
* Offered a glossary of terms that new players can use to get better aquainted with game terms.

Merinel
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* Added a Title Screen that is triggered upon landing at GZ

** Features buttons for the forums, tutorial, and to begin playing

* Streamlined some buildings around Merinel, added exterior details (such as trim) to others.
* Added zones to priest guild, magic users guild.  Added particles around town where applicable
* Replaced fountain
* Added stables behind Priest Guild
* Added shrubbery and landscaping rocks/boulders to the SW of town
* NPCs have had the sequence command applied to them so that they are animated.

Turkel
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* Added a green-misty zone throughout the entire area that features low gravity -- this change was made because a player commented how they enjoyed jumping from the trees, and the low-gravity accomodates jumping.
* Added particles where applicable.
* Made an implied path of objects from outside Merinel towards the Gro Lahr Mansion.

Orc Caves
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* Re-designed the entrance area with a large orc statue overshadowing the cave entrance and Merinel.
* A group of dead trees bound the entrance to the orc caves.
* Added narration (say command allows text to be displayed in the chat window) in several instances as the player falls into the cave.
* Redesigned several rooms in the orc caves.  In one instance you can actually jump through a window to another room as a shortcut.
* Added a dank zone and particles where applicable.

Traloria
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* Major redesign of the city, which hasn't been touched since 2003-2004.  The original intent of the build was not compromised, but instead was built upon and detailed further with new techniques.
* The cities exterior walls have had their texture changed, and also have railing along the exterior path so players won't fall.
* The hills around Traloria's west entrance have been raised and a second wall has been erected.  The road enemy that spawned outside of Traloria now spawns on scaffolding in this area.
* The Town Center has been completely redesigned
** The central fountain now takes up nine cells and features flags that take advantage of cloth physics.
** A market has been set up in the Town Center, featuring a shop and easier access to Traloria's Army.
** A new structure has been established in the town center for detailing
** The main and secondary road texture schemes have been changed.
* Many buildings have been updated and their structures have been detailed.  The main objective with these updates were to eliminate instances where players could see paper-thin walls.
* Several shops have been streamlined
* NPCs have had the sequence command applied to them so that they are animated.  Additional NPCs have been added for atmosphere.
* Updated the Traloria Army Area
** Trashed the wooden barrier wall and replaced it with a thick brick wall.
** Made an arch/aqueduct wall in front of the entrance to separate it from the main path.
** Updated NPCs in the area
** Planned: Repair broken shop in the area
** Planned: Update Castle-build


Traloria Sewers
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* A dank zone has been added
* Sewer water has been updated to particles and now appears green
* The sewer slime room with the gunky floor has been slightly touched up
* Several passageways have been detailed (windy instead of rectangular, windows into another passageway, etc.)

Gro Lahr Mansion
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* Turkel Forest has been extended to the Gro Mansion and a gradient separates the two areas -- as you get closer to the Gro Mansion, all of the trees begin to die out.
* A dark red, misty zone encompasses the area.
* Narration has been applied to some puzzles around the house.
* An implied path has been created that connects Merinel to the Gro Mansion.

Fletz
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* Planned: Trash the current stairway entrance to town and build a mover-enabled lift into the heart of the city.
* Planned: Evaluate several incomplete builds and see if they can be opened up.
* Planned: Apply sequences to all NPCs.


Dinas DWR
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Planned: Design a major ferry area that travels to Traloria and Fletz.  Since Traloria and Fletz are meant to be at war, they will instead have a satelite ferry that travels only to Dinas DWR. The ferry will teleport the player for a token sum and restore their health.
Thread title:  
Nice! some places like Traloria really needed that renovation... and what's going to happen to closed places like the Gnome town? A suggestion would be Carthoch, specially its crypts, they're a bit unbuilt...
SW'ian Gray!
Well, there are a lot of places that I'm not aware of because I usually only made to it to about level 30 before I'd want to reset my character and start over (Tongue) so there are probably some details about higher level areas that I'm lacking on. As a builder it helps me to have context about the locations I'm working at (for example, if a location was closed, why was it closed, and can we get it working without Merc having to do a lot of botwork?)

If locations were closed that are still functional, I wouldn't be opposed to help getting those open; there's a couple of places in Traloria where I'm doing that sort of thing. Smiley
SW'ian Gray!
6/8/2011 Changelog

Traloria Sewers
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* The zone and particle effects have been extended to deeper sections of the sewer
* An information sign has been posted in the secret entrance to the sewer listing monster levels and other relevant info
* The slime pool has been visually updated, and the architecture of that entire area of the sewer has as well.
* The sewer shop has been expanded into a small "town", featuring the shop, a healing vendor, and numerous npcs.  The shop has been repaired, and the architecture of the chamber has been updated.
* Several chambers have been added to allow the player to loop around in the dungeon once they reach the end.
* The lift near the dead sewer workers now allows players to exit the dungeon. There had been an up button there previously but it never worked.
Edit history:
Hyper Anthony: 2011-06-11 01:27:24 am
SW'ian Gray!
6/10/2011 Changelog

Traloria
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* Added some more NPCS
* Detailed several more buildings
* Added narration to some puzzles around town

Traloria Sewers
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* The zone and particle effects have been extended through the entire dungeon.
* The area leading up to the Arcane Asylum has been detailed.
* The room leading to the deepest caves has been redesigned.

Arcane Asylum
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* A zone has been added through the entire dungeon.
* Narration has been added upon entry as well as to interactive puzzle pieces.
* An NPC has been added in one location.
SW'ian Gray!
Some more images are available here: http://awbuilder.blogspot.com/2011/06/ad-visual-renovations-traloria-and.html
SW'ian Gray!
I will have some time to work in-world this weekend, and I expect that I will be focusing my efforts in Fletz.  If you have any suggestions for Fletz, now's the time to voice them. Smiley
Edit history:
Raazge: 2011-06-18 04:05:55 pm
I wonder if you could do something with the boat that leads to Se'ere, it definitely needs to be changed (please keep the name, S.S. Shrimpbiscuit is really cool laugh new ).
A ladder is needed to get back docks, these are a tricky place and if you fall water you have to make a long way back. Also, when you enter inn by the guests entrance you can get easily stuck in the stairs.
SW'ian Gray!
Quote from Raazge:
I wonder if you could do something with the boat that leads to Se'ere, it definitely needs to be changed (please keep the name, S.S. Shrimpbiscuit is really cool laugh new ).
A ladder is needed to get back docks, these are a tricky place and if you fall water you have to make a long way back. Also, when you enter inn by the guests entrance you can get easily stuck in the stairs.


That sounds reasonable... I'll give it a look for sure.  Thanks!

I was also asked today to fix up the Traloria Military Weapons/Armor Shop, so I'll be doing that ASAP depending on free time. Smiley  Keep the suggestions coming!
SW'ian Gray!
6/27/2011 Changelog

Note: Adalex has returned and has been optimizing some of the areas I've been working on by creating objects for the texture combinations I've been using.  He's been busy running around after my mess and I'm sure the users with less powerful PCs are very grateful of his efforts! Smiley

Traloria
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* Traloria Army Compound is currently in the process of being redesigned
* Army Registry building completely redesigned and more accessible to new users
* Army Registry building moved to allow an open square within the compound
* Medical building has been redesigned
* Signage in the area has been updated
* Several new NPCs
* Castle/Fort Thing has been razed and rebuilt.  Many items that weren't for sale previously are now... this is still a work in progress.
Quote from Hyper Anthony:
Well, there are a lot of places that I'm not aware of because I usually only made to it to about level 30 before I'd want to reset my character and start over (Tongue) so there are probably some details about higher level areas that I'm lacking on



hmm .. let me see .. who would know of the high level areas and hidden spots : )