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Re: Creating Mod10

Posted: Fri Aug 07, 2009 8:15 am
by AdmiralAcid
Great project. Glad to see someone putting it all together.

Besides beta testing later, what kind of help if any do you need?

Re: Creating Mod10

Posted: Fri Aug 07, 2009 5:34 pm
by Plague
+ Karma for deathcow, that outline can/should be used by anyone attempting to create their own edited areas, perfect formula to follow, Kudos, and keep up the good work. I look foward to seeing the progress

Re: Creating Mod10

Posted: Fri Aug 07, 2009 7:01 pm
by DeathCow
Quote from: AdmiralAcid on August 07, 2009, 08:15:50 AMGreat project. Glad to see someone putting it all together.

Besides beta testing later, what kind of help if any do you need?

Right now we're finishing up the quest outline. Its a fairly large quest, and almost none of it uses already made areas on the map. It took quiet a bit of time to actually read all of the text related to the dark one/ dark fold/ zanthus and it took alot of conjecture as well to figure out what was actually going on in mod-9. It turns out that The hermit, is Helvectus. Helvectus is Zanthus's student. The Dark mage is Helvectus. And his spell merges them into one being, Zanthus the Lich. Its bizzare but if I read everything and its the only conclusion I could come up with.

The quest will start from Albion, which is the castle of the High King (who granted Independence to silvermere after the First Great War). From there the PCs can travel through the great rift to get to shadowmere to continue their quest, which involves the remaining heroes of the first great war, Doshar Lightblade, Doogie Doober, Sharlock, and for evil, The grandmaster/dark one's avatar. After the dark fold part of the quest, the PC will then head north through the cave in mod-9 to Zanthus's castle and finally deal with Zanthus by destorying the gem that provides his link with the Negative Planes.

We've decided to make the area accessable by low level characters to help with balancing some of the low tier classes. So their will be areas well suited for them to script in, as well as class quests for them. The area will however be mostly high level content, with the bulk of the items leaning toward low tier classes again.

I am, in the interest of expediting this editing adventure willing to recycle premade content to an extent. Atm, I know I'll need a large castle(Albion) and the area surrounding it. A large mountain area, both on top and inside. And towns, villages and ruins. Pretty much anything thats well built could be reused. The areas need to be interesting, with unique room descriptions( a bulk of the rooms can share descriptions, but areas with different room names need different descriptions) also they'd need to be at least mostly typo free. Obviously any monsters that are put into the area would have to be removed/reworked to fit in with a more standard MMUD world.

I do intend to post the quest outline before we start working to hard on it for input, so that I'm sure it fits into the mmud storyline and that I haven't made any historical mistakes. It is kind of exciting that the shadowmere world is brand new and has no story of its own. Which means I can pretty much do w/e I like in that area, although I intend to recycle all of the textblock material.

Sorry I think that was mostly nonsensical ranting.

Re: Creating Mod10

Posted: Mon Aug 17, 2009 6:07 pm
by whiteb
This sounds like an Awesome plan on this mod 10, nice stuff.

One thing though, How does one deal with that Auto-"Update" thing that the BBS does every time you load it (Cleanup etc) ? I believe that whipes any extra code out so I think it would need to be disabled or something, or the new mod added to the Auto Update.

Re: Creating Mod10

Posted: Mon Aug 17, 2009 6:38 pm
by DeathCow
Quote from: whiteb on August 17, 2009, 06:07:08 PMThis sounds like an Awesome plan on this mod 10, nice stuff.

One thing though, How does one deal with that Auto-"Update" thing that the BBS does every time you load it (Cleanup etc) ? I believe that whipes any extra code out so I think it would need to be disabled or something, or the new mod added to the Auto Update.

It would be compiled into the update. I'll probably make the update work via nmr, but i can make a standard update format for non-nmr users.

Re: Creating Mod10

Posted: Sat Nov 14, 2009 9:29 pm
by Serekon
Is there an ETA on this? I'd like to install a Mod10.

If Beta testers are needed, I can try to do that, too =P

My realm isn't exceptionally active, but the 20% charts really help to get some useful testing done.

So, what estimate would you put on percentage done?

--Kher

Re: Creating Mod10

Posted: Sun Nov 15, 2009 12:53 am
by DeathCow
Quote from: Serekon on November 14, 2009, 09:29:34 PMIs there an ETA on this? I'd like to install a Mod10.

If Beta testers are needed, I can try to do that, too =P

My realm isn't exceptionally active, but the 20% charts really help to get some useful testing done.

So, what estimate would you put on percentage done?

--Kher

Atm I'm doing all the building by myself, I'mworking on the quest outlines with one other person, although several people have access to the forum we are discussing the outline in, no one else is chiming in.

The story follows the geographic information in the textblocks about the first great war, The quest area starts in Port Blackwater, sw of rhudar.over the mountain. From there we've decided to make out own port city The castle Ablion is on the other side of a moutain chain which must be crossed from either on top or inside, with various areas in between. The rift that leads to shadowmere is near by. The continant that albion is on should be a very large area, I'm working on collecting informaiton about other bbs edits that are of quality so that I can steal them and patch them together to make that Very large area. The monsters and such will have to be editted to work in terms of a "stock" realm.

Through the rift is the Shadowmere area, and I intend to use some of the shadowmere area that is in the 1.11o databases. Although the bizzare warehouse district needs to go, I might have a use for it elsewhere. I've been working on rebuilding the Ancient Ruins..backwords so I can reuse the king and queen characters and that story line for WH based quests. I elieve that the AR was called Jerod or something similar to that if ya wanna scan for the story line. I've been focusing on building scripting areas that are stealth and magic friendly. Their is a large portion of mod-10 that is made for increasing the competive abilities of stealth and magic classes, so many new low level area for them are included, as well as item.

Although I've included low level areas the bulk of mod-10 of course revolves around the end of the alignment quests, meaning high level content. My efforts in balance have made for little improvement for plate classes instead items that allow for hybrid and casters to flex their muscle. I've tried to do this without limiting items to certain classes although some items needed to be partially limited. Examples of this are large scale neutral only items that in some cases outclass the evil or good counter parts. Some classes however have items that are made for the opposite of their now clearly more powerful alignment, missionaries, for example get items that equal their good counter parts.

I've done my best to follow the story line and to use the lore and history already provided in the game. I've tried to use historical information and story lines like the black runed shovel and I intend to make the storyline, thus far in the game more clear as its kind of a mess and took me several reading to understand what was actually happening.

I've finished a large amount of rooms but the part I find exciting isnt the amount of rooms, but the amount of things you can do per room. Lots of small things and story to read, and information about the sotry that had disaeared from the databases, that I was kind of enough to extract from the pre metro days databases.

AS for an ETA my motivations fluctuate. Admittedly I have vested interest in GMUD and I want to launch anything mod-10 related with, or after 1.0. I'm doing this work because of my efforts with GMUD. That said I want to make it clear that at this point I want nothing more than to have the mod-10 work completely with MMUD.

My problem is that I get an idea, I work on it, and I don't have a good way of testing anything. Moreover, I feel like I'm doing this pretty much alone because even with the people that I am working with I can get them to read the information I want them to read from my responses, (example: Shadowmere is a town, not a new version of the Ancient Ruins..and they don't seem to have read the history that is in the databases that I fully intend to work with). I'm not boohooing(wow boohooing is a word) that I'm working on this alone, I like doing it for he most part, Its more of a whats the point because I'm feeling that the community is dieing and that the effort people go to, in effort to save it, are mostly fruitless, and constantly insulted by bizzare group of people left playing the game.

One thing that I would Love to know is it possible to make a facebook client that would let people connect to a non-facebook realm. EH...I've been drinking heavily and fighting with the woman...I'm not feeling very motivated atm.

Re: Creating Mod10

Posted: Sun Nov 15, 2009 1:03 am
by Miles
How can I help?

Re: Creating Mod10

Posted: Sun Nov 15, 2009 1:19 am
by DeathCow
Quote from: Miles on November 15, 2009, 01:03:59 AMHow can I help?
I'm quite drunk atm, but I can think of dozens of ways. Of the many people I've met in the past decade or so of mudding you happen to be one of the few people I know that are willing to put in large amounts of time building maps and the such, I am concerned with the quality of content. I played Mudrev during its building stages, first push, and although I ill not deny that I enjoyed the content you made there was a serious differential between your content and what a standard "MOD" looks like.

That said, I'm certainly not saying that I think you are incapable of producing quality, but it was obvious that quantity was being pressed on your original Mudrev push. One thing that could be done is transforming the current Mudrev areas into acceptable content for baseline mmud. That entails new desc for monster and item, making the rooms more interesting from everything from their desc and even the room titles. Lots of areas in mudrev are oversized and could use some shrinking as well.

This is assuming that everyone that helped with the current content on mudev is willing to let people edit its content and re-purpose it. Cause I don't really need another nobody mudder that at some point along the massive chain of people responcible for mudrev that made a griffon have 149 instead of 150 acc say I'm a theif.

Rambling...sorry.

Anyone that wants to work on mod-10 content with us is welcome, assuming that I can figure out who you are in the scheme of mmud. I have 2 people already that aren't really invloved in mmud history but are writers that will work on desc and such, I need people that Know the game and what players exspect fromsomething called Mod-10.

As for you, miles, Write my a PM on the Gmud forums and lets schedule a time to chat via IM.

Re: Creating Mod10

Posted: Sun Nov 15, 2009 3:02 am
by Miles
Agreed, Agreed, and Agreed.

I'll keep in touch. Drop by MudRev and say Hi sometime..