Author Topic: Rebuilding Waukeen's Promenade  (Read 47613 times)

Offline Da_venom

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Re: Rebuilding Waukeen's Promenade
« Reply #25 on: June 16, 2005, 04:29:37 PM »
would be nice if you could create a town :)with snow and such, your quite good at it and i really wouldn't mind some more towns/city's on the faerun map. I always found it a bit few with a big map and not much towns on it

Offline jester

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Re: Rebuilding Waukeen's Promenade
« Reply #26 on: June 16, 2005, 04:51:55 PM »
Cliffette's mod idea to put the feeling of a rich backdrop into the game is something I find very appealing. A couple of villages without much to do would be nice, but it still would take mod people to put them into context. Imagine Umar Hills without any quests. An Inn, a barber shop, a store and couple of farmhouses.

I have to read up on various aspects of creating entire maps before embarking on such a journey. ;)
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Offline Da_venom

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Re: Rebuilding Waukeen's Promenade
« Reply #27 on: June 16, 2005, 05:24:03 PM »
i'm sure you would be able to do it ;)

but your right the map isn't everything

just check maps like the small teeth and such not very appealing
so jester for the maps
cliffette for the context?:P

Offline NiGHTMARE

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Re: Rebuilding Waukeen's Promenade
« Reply #28 on: June 16, 2005, 06:09:43 PM »
I do not harbour good feelings when it comes to the clergy of Eldath! Remember the Dragon's eye! Both villages sound promising. I should peek into the LoI sections more often.
Unfortunately, both these villages are simply places I considered when looking at pnp for ideas, and not definite in-game locations... though that's not to say LoI won't be without new villages (in fact, see below) :).

Quote
Cliffette's mod idea to put the feeling of a rich backdrop into the game is something I find very appealing. A couple of villages without much to do would be nice, but it still would take mod people to put them into context. Imagine Umar Hills without any quests. An Inn, a barber shop, a store and couple of farmhouses.
Someone willing to create the graphics for a couple of villages is just what LoI needs right now! :D One of them is entirely made up, so could easily be relocated in or near the Cloudpeaks if needs be.
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Offline SimDing0

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Re: Rebuilding Waukeen's Promenade
« Reply #29 on: June 22, 2005, 01:52:29 PM »
Okay, yeh, this rebuilding looks really cool, and I certainly feel obliged to do something with it now. :) Do you have a full-sized BMP version the I can take a look at?

Offline Rabain

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Re: Rebuilding Waukeen's Promenade
« Reply #30 on: June 23, 2005, 02:26:55 PM »
Rebuilding Waukeen's was something I had considered from time to time but you have done it so well now there is no need to consider that any longer!  :)

About the crates though, I'd be for getting rid of them and just widening those steps slightly and have nothing between the steps and the stall.  At the moment they make the steps look squashed.

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Offline Da_venom

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Re: Rebuilding Waukeen's Promenade
« Reply #31 on: June 23, 2005, 02:54:30 PM »
your forgetting that there iscoming an entrance somewhere there? ain't there jester ^^

The revival of the Irenicus Dungeon xD

Offline SimDing0

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Re: Rebuilding Waukeen's Promenade
« Reply #32 on: June 23, 2005, 02:57:23 PM »
I'm not terribly excited by the idea of Irencius' dungeon opening onto the promenade. I've always been more of the opinion that there was a big explosion and that was where the hole happened to lead, rather than that it was originally constructed that way.

Offline NiGHTMARE

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Re: Rebuilding Waukeen's Promenade
« Reply #33 on: June 23, 2005, 03:00:26 PM »
I agree with the Ding0 :).

Put a stall in there.  Then there could be quest revolving around a big fight between merchants vying for the space, since Waukeen's Promenade is hot property.
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Offline SimDing0

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Re: Rebuilding Waukeen's Promenade
« Reply #34 on: June 23, 2005, 03:04:37 PM »
Yes, I'm positive that from now on chapter 6 will be absolutely packed with trade disputes.

Offline Da_venom

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Re: Rebuilding Waukeen's Promenade
« Reply #35 on: June 23, 2005, 03:14:15 PM »
would amighty sorceror hide himself under a stall?

Offline NiGHTMARE

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Re: Rebuilding Waukeen's Promenade
« Reply #36 on: June 23, 2005, 03:25:45 PM »
Judging by the size of his dungeon, the might sorcerer in question hid himself under the entire Waukeen's Promenade.
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Offline Da_venom

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Re: Rebuilding Waukeen's Promenade
« Reply #37 on: June 23, 2005, 04:31:45 PM »
nah that can't be true :)

i think there are two different planes there

because you travel from one portal to another

and this may be or may not be under waukeen

Offline jester

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Re: Rebuilding Waukeen's Promenade
« Reply #38 on: June 23, 2005, 04:47:15 PM »
I'm not terribly excited by the idea of Irencius' dungeon opening onto the promenade. I've always been more of the opinion that there was a big explosion and that was where the hole happened to lead, rather than that it was originally constructed that way.
I conteplated:
- a trapdoor directly from under the passageway.
- a simple stall which is just a decoy (probably as a moving bam like the chaise longue in Lothar's in PST). After you found out about it you could investigate further and find the entrance
- a sewers entrance (with a map which has yet to be made)
- no visible entrance and a guard which leads you in via dialogue

Note: The door is not (as previously claimed in a picture for illustration purposes) necessarily the entrance to Jon's lair, but there for symmetry reasons. As for now it is a closed door only.
« Last Edit: June 23, 2005, 05:57:22 PM by jester »
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Offline SimDing0

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Re: Rebuilding Waukeen's Promenade
« Reply #39 on: June 23, 2005, 04:49:12 PM »
I don't believe re-entry to Irenicus dungeon should come via the Promenade at all, personally. Six outlined a good proposal involving the sewers and genies in another thread, and I'll probably adopt that at some point. The reconstruction of the promenade, I'd like to keep largely separate from the return to the dungeon.

Offline jester

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Re: Rebuilding Waukeen's Promenade
« Reply #40 on: June 23, 2005, 05:20:52 PM »
Agreed as it may have been just coincidence that the blast opened up a way to escape in that area.
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Offline Arturcic

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Re: Rebuilding Waukeen's Promenade
« Reply #41 on: June 24, 2005, 02:28:09 AM »
Concerning the genies: what if, as a REAL reward for capturing the raksasa for the genies in Trademeet (just stopping the blocade isn't enough for me), these could hint you to the entrance to CI. Perhaps the genie in the flask is a "relative" and they thank u for freeing him. There aren't that many genies in the game.

Offline NiGHTMARE

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Re: Rebuilding Waukeen's Promenade
« Reply #42 on: June 24, 2005, 05:54:51 AM »
The Trademeet genies are Dao, whereas both those in Irenicus' dungeon are Djinni.  They're actually different species, the former coming from the elemental plane of earth, and the latter from the elemental plane of air :).

EDIT: grammar
« Last Edit: June 24, 2005, 09:42:35 AM by NiGHTMARE »
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Offline Thorium Dragon

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Re: Rebuilding Waukeen's Promenade
« Reply #43 on: June 24, 2005, 08:32:40 AM »
It's always great to look at the game and think "Wouldn't it be great if this were possible?" then to look at the forums and see that someone is already working on it.

That's certainly how I felt about the eternal rubble in Waukeen's Promenade.  Even if you don't do anything dramatic with the rebuilt area, it would still be fantastic to have in the game.

As far as returning to the dungeon, it's an interesting prospect.  I always assumed that the end of the escape tunnel lead to a portal that took you to the promenade.

In any event, keep up the good work Jester!

Offline Arturcic

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Re: Rebuilding Waukeen's Promenade
« Reply #44 on: June 25, 2005, 06:35:30 AM »
The Daos/Djinnis thing was just an idea. Perhaps the driads can hint u to CI after finishing the acorns' quest.
One question: how did the Shadow thiefs enter CI? Mr. Linvail sure knows how to get back, but he just doesn't care, being it empty/no longer useful for him.
AND, if u happen to side with Bodhi, she SURE can tell u how to reenter CI. I'm pretty positive she doesn't care a bit if u get back and destroy everything.
The point is: u have (as a modder) tons of possible ways for <CHARNAME> finding a way back.

Offline Rabain

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Re: Rebuilding Waukeen's Promenade
« Reply #45 on: June 25, 2005, 07:38:21 AM »
IIRC isn't the last stretch of CI a sewer? Where you fight those shadow thieves who are invisible? and then you go down some steps, across some wooden planking...that is definately a sewer!

This in my opinion would tie in with the collapse of Waukeens, if the sewer system caved in, in that area it would cause collapse of foundations and walls etc...no?

I have cut out that part of CI if anyone wants to have a look at it: HERE... definately sewer!
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Offline Da_venom

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Re: Rebuilding Waukeen's Promenade
« Reply #46 on: June 25, 2005, 10:32:10 AM »
re entrance to Irencus dungeon to retrieve khalid's body xD

Offline SixOfSpades

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Re: Rebuilding Waukeen's Promenade
« Reply #47 on: June 25, 2005, 04:35:43 PM »
Khalid's body has been dissected beyond resurrection when you see him the first time, he's obviously going to be too far gone by the time you get back. Any Return to Ilyich mod would have to make a small change to the map, putting a skeleton on that table in place of the body.
Although I do find it odd that when Jaheira says her piece about it, you don't even have the conversation option to suggest taking the body with you, in order to give Khalid a proper burial.


Originally posted by NiGHTMARE:
Quote
The Trademeet genies are Dao, whereas both those in Irenicus' dungeon are Djinni.  They're actually different species.
Hm. Khan Zahraa actually describes himself as a "Dao Djinn," and while he does mention some degree of separation between his own group and other Djinni, I didn't get the impression that he was of an entirely different species. I could be wrong, though, it's been a while.


I actually wouldn't mind a Promenade entrance to Chateau Irenicus--what better place to hide the comings and goings of a few people than in a bustling marketplace? It abviously wouldn't be a simple door, though--there has to be a respectable "front." It might be something in the nature of a 2-story tavern or inn, where only those VIP guests, who have passes, are allowed entrance to the back rooms. Sure, it might be just a coincidence that the Promenade was where the explosion happened to blast a hole, but if there were no exit nearby, then Irenicus vs. Shadow Thieves would have had no reason to be there and cause the explosion in the first place.


Rebuilding Waukeen's Promenade, Topic 2: You call THIS a circus? Two roulette tables, a handicapped Avariel, and the lingering aroma of dead gnome? What a cornucopia of thrills, gaiety, and excitement.  :-\ Oh, and hey, outside we've got a moose, a squirrel, and a snake, and of course the touring exhibits from the Hall of Wonders. Jeez, even the Ophals' dead dragon is more interesting than this stuff.
Suggestion: At some point*, get rid of the circus and replace it with more stalls. Apart from shops selling the obligatory more custom items, there could be a bookseller with every "History of" in the game, a down-on-his-luck Cowled Wizard selling some scrolls that could use some more representation in the game (Spook, Contagion, Protection from Acid, etc), an alchemist who sells potion components (Wyvern heads, Belladonna flowers, the "Root of the Problem" BAM could be some witch hazel, etc), maybe even a simple food store (Lynx Eye Gems for eggs, Frost Giant Potions for milk, and of course Dog Meat). Aerie can be dealt with quite easily by pawning her off on either Lady Yuth or Alateo de Bonito, either of whom would make a decent tutor in both wizardy and how to make a living in Athkatla.
*This point could either be 1 week after completing the Circus quest, the start of Chapter 6, or contingent on some other quest (which would be a whole other mod, so I won't go into it here). If this map change does not take place at the same time as the "repairing the damage" map change, that could be very tricky--but then again, ToB shows us that the different areas of the Pocket Plane can change independently of one another, so it seems that is an option here as well.

Offline Galactygon

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Re: Rebuilding Waukeen's Promenade
« Reply #48 on: June 25, 2005, 05:44:35 PM »
I am more of a fan of having the dungeon entrance in a remote location of the sewers. From thereon, you could have a maze leading to the south side of the dungeon sewers, that are flooded with sewer water (perhaps the battle created a hole somewhere to a sewer pipe?). To return to Chateu Irenicus, you will have to plug the hole (if you can find it), and drain the maze (or hire a mage to cast "Transmute Water to Dust" multple times).

Irenicus reminds me of paranoid Halaster the archmage who hid himself within a series of twisted passageways under Waterdeep.

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Offline NiGHTMARE

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Re: Rebuilding Waukeen's Promenade
« Reply #49 on: June 25, 2005, 09:12:08 PM »
Hm. Khan Zahraa actually describes himself as a "Dao Djinn," and while he does mention some degree of separation between his own group and other Djinni, I didn't get the impression that he was of an entirely different species. I could be wrong, though, it's been a while.
That's probably just Yet Another Bioware Mistake (TM), unless they intented for these guys to be halfbreeds or something :).  There are five types of genie in D&D:

Djinni (air)
Dao (earth
Efreeti (fire)
Marid (water)
Jann (a mixture of all four)

Since Bio included several efreeti in BG2, it seems they were at least aware of the different genie types :).  It seems likely the Trademeet genies were intended to be dao, since dao tend to be Neutral Evil (as are the TM genies), and are the only genies who use Khan as a title; the equivelent for djinni (who tend to be CG) is Caliph, efreeti (N) use Sultan, marid (CN) use Padishah, and jann (N with Good tendencies) use Amir.
« Last Edit: June 25, 2005, 09:19:07 PM by NiGHTMARE »
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