Quagmire.

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Quagmire.

Post by Sload »

Oblivion Gates..
Are not very fun to do over and over and over.
Are definitely in Hammerfell.

So, why just do a half ass job and throw Oblivion gates around that just plain suck? That's not fun. That's boring. I've been to the Deadlands, next!

There are a number of ways to combat this. We can make some unique with unique quests around them. Some could have really radical looking landscape..

But you know what would be the most radical of all? If some of them didn't go to the deadlands at all. What if you went to Quagmire?

I imagine a number of you are scratching your heads going "What the hell is that?" Well, on the off chance that what I imagine is real, I'll explain what Quagmire is.

Quagmire is the realm of Vaernima. She's like the Daedra of nightmares and sort of the witch goddess. Basically, her realm switches from one bad situation to the next ever 15 seconds. It is described in Doors to Oblivion.

This wouldn't be fun, you'd spend that much time loading each place you got to be afraid of and it would ruin the experience. Who wants to do that? I don't, but there's another way to do it. We have it with doors linking them together, so that you go through the door in one crazy level and you're in a random different level, possibly not even near a door. This would be crazy.

They'll all be in the Dragontail mountains, probably, and replace the Deadlands for that area. We may do something like this with, say, the Abecean too, but don't count on it and it won't be a realm like Quagmire.

So what I want are a bunch of evil and scary ideas from you guys. I want as many as I can get and then I'll bring it down to the best so many that will be made and included in the random location pot. Jale, Stalker, Andres and I came up with these 50:
  • 01 Prison. Fight/sneak out.
    02 Cave full of wolves.
    03 Cave full of rising lava. Door is on a high part.
    04 Something's stomach. Door is at..uh..either end. Retexture required.
    05 Falling in the sky. You'll pass by a door you can take. Atmospheric.
    06 A room full of poisons. Drinking one leads you out.
    07 The inside of a ship full of pirates. The hatch up leads out.
    08 An Ayleid ruin. Generic.
    09 The Imperial Palace with undead guards. The regular doors lead out.
    10 The Arena. Some enemy.
    11 The Deadlands, but smallerish.
    12 A graveyard. Undeads or atmospheric.
    13 A banquet of human parts. Atmospheric.
    14 A maze made of bones. Puzzly.
    15 A replica of the Emperor's death scene.
    16 A regular tavern, three times normal size. Has rats. Big rats.
    17 Drowning in an underwater cave. There are doors in it.
    18 A collapsing cave. There are doors in it.
    19 A pit made of bricks or similar stones. Goblins or something are watching you, one stone leads you out.
    20 Out at sea at night, nothing to grab on to. The door will float by. Atmospheric.
    21 Pitch Black with sounds of footsteps behind you wherever you go. Atmospheric.
    22 Blood sea, full of slaughterfish. The door is on an island or something.
    23 A battle in a swamp that slows you with zombies. Doors are around somewhere.
    24 The home of a large ogre. Doors off to the side.
    25 Torture room with torturers and mutilated bodies. Fight torturers.
    26 Random bits of floating scenery Jump from one to the next to get out.
    27 Nothing. After 15 seconds you teleport to a real interior.
    28 Being crushed by a book. Player has to run before getting crushed.
    29 Upside down, careful about falling into the sky. Full of badies of some kind.
    30 Faceless monsters in some sort of dungeon. New mesh.
    31 A Chessboard. Killing one of the kings teleports you.
    32 Charging horses in a city street that makes a loop so you can't get out. There're doors that lead you out. Lots of new objects.
    33 A throneroom with a Dremora sitting in the throne. Key to the next room on his body.
    34 Raining bodies. Atmospheric, if possible.
    35 Battlefield, everyone's dead except for one guy you have to fight. Teleportation after his death.
    36 Vault full of slowly disappearing coins and goblins. The coins go and a trap door is left.
    37 Weynon House with a lot of MQ characters, talk to someone and they all turn into skellies. Jauffre has the key to leave.
    38 Room that flips over. Atmospheric.
    39 M'aiq, meet rock. ;) Door is on the rock. Tongue-in-cheek fun. Atmospheric. New rock maybe
    40 Imperial Garden after Dagon won. Fight badies, take a door out.
    41 Scantily clad blond woman who leads the player into another cell. Oops, the player is sent to another nightmare.
    42 A HF city full of stone NPCs. Atmospheric.
    43 Ring of fire. Evil guy in it. Fight him, fire goes away, there are doors.
    44 A ruin. An uber comes through and starts killing everyone, including you.
    45 Fargoth/Gaenor/Tarhiel Trippleteam match or a city full of Fargoths. Tongue-in-cheek.
    46 Death of Nerevar Indoril (different ways). Atmospheric.
    47 Goblin cave.
    48 Escape from a burning library. Fire damage and all that.
    49 Museum thing full of stuffed humans. Patrons are sheep and dogs and things. Guarded by trolls.
    50 Player is in a desert. Walk towards the desert, you start sinking in quicksand. You fall through to a cave with a bady and a door. Might not be possible, will need new stuff.
Here are the rules.

1. I know some of these have teleporters, but please make sure yours has atleast one, preferably more, ways to include doors. They don't have to look like doors, either. They could be cakes that say EAT ME on them.

2. Please only scary. I know some of those (M'aiq and Fargoth) are funny, but I don't want two dozen funny situations handed in, because more than 2 is too many.

3. Please make sure there's something the player has to do, fighting or puzzly. The ones above marked with atmospheric don't have any such thing, but there are only 7 of them and some of them really set the tone. I mean, a banquet of body parts, how nightmarish is that? A few more might be okay, but I don't want loads of them.

4. Try not to make them use too many new objects. The Chessboard, for example, will require a load of new objects (13, actually) some with animation, I don't want to have any more needing that much work.


5.HAVE FUN
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Post by lb003g0676 »

I like this idea, but before i say my nightmare, I think we should indulge in some planes of Azura, whatever her plane is called. It should be a haven, fell of beds, and little treausre, but a lovely place, perhaps very rare drinks, and rarae food. And heavenly servants, that perhpas these planes are very rarely found, but rather than containing loot, contain skill increase opportunities.


Huge Spider daedra (or perhps plain spider would be better) reeling you up to it's lair, where you then have to fight it, to attain it's key, through the door.

A room full of retextured unicorns (to look like devilsish kinda things) that attack you, in a room surrounded by lava.

Innocents that you know (perhpas from Chorrol or from MQ) being devoured by tiny things, like mudcrabs, or rats.

In a pitch black room, and suddenly millions of will-o-wisps.... that is an impossibly difficult nightmare!


Stuck down a well, when undead start coming from below the water (even though the water is knee deep). The final boss zombie contains a note, that shows a carving in the one of the bricks (that is in the well) that says you can push it, and as you do, the water disperses, and a secret door opens, which there is another door in surrounded by roots.

In a part of the woods nowhere (surrounded by invisible walls) with fog so you cannot se into the distnce, and contstantly night, whne wolves strat coming out of the fog. We should then have a specialised beast, that is only feautured here (so the player doesn't know what to expect) based on a wolf, but far stronger, which ocne killed teleports you.


EDIT: thought of another


Long long ayeleid bridge, that below is swarming with undead (perhaps party static models) so it looks like they are crowded everywhere. When suddenly part of the bridge collapses, but before you reach the ground you teleport. (atmospheric)
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Post by Nanu »

Good ideas.

I'd like to see this implemented, but what of the reward for doing the gate?
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Post by Sload »

lb003g0676 wrote:I like this idea, but before i say my nightmare, I think we should indulge in some planes of Azura, whatever her plane is called. It should be a haven, fell of beds, and little treausre, but a lovely place, perhaps very rare drinks, and rarae food. And heavenly servants, that perhpas these planes are very rarely found, but rather than containing loot, contain skill increase opportunities.
Azura's land is Moonshadow and also described in Doors of Oblivion. It would be interesting if we could take that description as her at "dawn" and then make it into a stormy tropical doomland calling it "dusk" for an Abecean invasion, but that's for another thought.
Huge Spider daedra (or perhps plain spider would be better) reeling you up to it's lair, where you then have to fight it, to attain it's key, through the door.
Retexture things to have web and that's super duper.
A room full of retextured unicorns (to look like devilsish kinda things) that attack you, in a room surrounded by lava.
A good idea, but kind of generic.
Innocents that you know (perhpas from Chorrol or from MQ) being devoured by tiny things, like mudcrabs, or rats.
Hmm, interesting idea. Probably best if they're already dead.
In a pitch black room, and suddenly millions of will-o-wisps.... that is an impossibly difficult nightmare!
That would be too horrific. :P

Stuck down a well, when undead start coming from below the water (even though the water is knee deep). The final boss zombie contains a note, that shows a carving in the one of the bricks (that is in the well) that says you can push it, and as you do, the water disperses, and a secret door opens, which there is another door in surrounded by roots.
Are there any wells that are large enough to fight in? Wouldn't it be silly looking for undead to be coming out of the ground?
In a part of the woods nowhere (surrounded by invisible walls) with fog so you cannot se into the distnce, and contstantly night, whne wolves strat coming out of the fog. We should then have a specialised beast, that is only feautured here (so the player doesn't know what to expect) based on a wolf, but far stronger, which ocne killed teleports you.
Staging the wolf fight from 02 on the above list in a foggy forest is better, yes.
Long long ayeleid bridge, that below is swarming with undead (perhaps party static models) so it looks like they are crowded everywhere. When suddenly part of the bridge collapses, but before you reach the ground you teleport. (atmospheric)
Probably couldn't take the strain of that many monsters.
Nanu Ra wrote:Good ideas.

I'd like to see this implemented, but what of the reward for doing the gate?
The sigil stone, of course. This is just like the Deadlands gates, and it isn't only one.

---

Also, I forgot to say how this will probably be set up.

The gates will open into a swamp, maybe a sign saying Quagmire or something that looks really old and swampy. Only three yards a way or so (between 2 and 3 meters for you metric folks) you see a cauldron with flames and the sigil stone floating over it, and, omg, nothing here but a swamp. Nice and witchy.

So you walk towards. But about half the way there, poof, you suddenly load one of the random cells and begin your adventure. Eventually, you'll load an identical copy of that swamp, only this time you can get the stone, maybe after some battle or something but probably not.

As to how these cells are set up, I'll be nice and technical for all of you.

First of all, doors can take you to one of many random locations. That's a new feature. So that's how the random works.

We would have multiple copies of each of these things, so we'll probably be using interiors acting as exteriors for all the exterior locations we can, or moving them inside. This is because we would break the randomness into "levels" and as the player goes through the levels they eventually progress to the last one and then they open the door and poof, they're at the stone.

Here's two examples of how it could work. Each leter represents one of the random levels. If they are able to go back to a previous level, it will definitely be random so they won't see the same place twice. They probably won't be able to, though, but we'll need an "escape rope" of some kind so they can get out without getting the sigil stone.

Code: Select all

First Swamp Scene  First Swamp Scene
      |                  |
      A                  A
    / | \               / \
   B  C  D             B  |
   | /| /              |\ |
   E  F                D  C
    \ |               /|  |
      G              E F  G
      |               \| /
      H                H
      |                |
Final Swamp Scene  Final Swamp Scene
In the end, it is unlikely that more than one set of levels will be chosen.
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Post by lb003g0676 »

Thanks Sload, I am happy as you are a very critical person (that is a compliment, as you need to be in situations like these, where there are suggestions) but quite a few of them soundede like thumbs up. Well 2 or 3. But I might change your mind on the long ayleid bridge one. What I mean, is some could be static, so it doesn't mtter, and only the ones where you fall are alive. But it's so foggy you can't tell. It's literally a bridge in pitch darkness. But i know it's too difficult.


Howvever, does every type of gate to another realm hold a sigil stone? Or could it give you diffrent things? Perhaps unique types of unenchnated weapons (lke unique models so they are actually special and not unique model for each gate, but perhpas these are a type of weapon only achieved from this realm) just something different, or skill boosts, or i dunno, special ingedients that can be used in aclchemy, but also in applying to weapons. Something that appeals to all types of character, but is different from enchanting things. Perhpas giving you new greater powers.
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Post by Sload »

lb003g0676 wrote:Thanks Sload, I am happy as you are a very critical person (that is a compliment, as you need to be in situations like these, where there are suggestions)..
I couldn't find a quote, can you believe it? But only perfection is acceptable. I expect something beyond the acceptable. :D
..but quite a few of them soundede like thumbs up. Well 2 or 3.
They were. The first, third, and sixth are definite thumbs up. The second was a little generic, the fourth was, as you said, impossible for the player (will-o-wisps sux teh ass), the fifth I question the practicality of, but if you think it's practical, feel free to answer my questions. :P I want you to argue with me, that's when the best ideas are made.

(And I definitely agree about involving Moonshadow, but not in a happy way)
But I might change your mind on the long ayleid bridge one. What I mean, is some could be static, so it doesn't mtter, and only the ones where you fall are alive. But it's so foggy you can't tell. It's literally a bridge in pitch darkness. But i know it's too difficult.
Well, statics don't move, for one thing, so it'd be obvious that only a few of them were moving. Then, how do we make sure the player goes in the right direction? We can't. So what we have to do is make it timed. That would mean being able to enable and disable real zeds for every place along the bridge. Very time consuming, especially for an atmospheric.
Howvever, does every type of gate to another realm hold a sigil stone? Or could it give you diffrent things? Perhaps unique types of unenchnated weapons (lke unique models so they are actually special and not unique model for each gate, but perhpas these are a type of weapon only achieved from this realm) just something different, or skill boosts, or i dunno, special ingedients that can be used in aclchemy, but also in applying to weapons. Something that appeals to all types of character, but is different from enchanting things. Perhpas giving you new greater powers.
As I understand, taking the sigil stone closes the gate (my computer crashes whenever I get into combat in Oblivion, so I really haven't finished a gate). My conclusion would be that the sigil stone is a required part of the gate closing.

EDIT: And don't automatically accept the ones in my post. If you think there's a problem with them post it. 45 is even a "which is better" choice and I want your opinion on it.
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Post by lb003g0676 »

Sload wrote: I couldn't find a quote, can you believe it? But only perfection is acceptable. I expect something beyond the acceptable. :D

that's going in my sig!


Anyway, if you've never yet had he experience of removing a sigil stone, it goes like this:

Big orb of some sort, that refelctes like an orb of mercury, Once you activte it, a jet of light breaks though it and reveals the sigil stone. The place starts going crazy, and you can grab the stone.

So perhpas the thing you grab could be different, becuase te first part of the sigil stone is not useable. It simply disappears to reveal the object. It could be any number of things. Special tomes? I don't know.


Anyway, when I said zuras realm, i meant it, so that it could be a beutiful place. So if Moonshadow isn't actually nice, I think we should have a nice place, that have non harful riddles to find the sigil stone of them. A place like



****SPLOIER******* ( i think anyway, just don't look to be safe! :P)




Mankar Camorans Paradise




**************


A really beautiflu place, but not steeotypical haven, as Oblvion (dagons realm) is described as hell, i believed that although unlike christinaities beliefs that although there were things in between, belonging to other daedric gods, there must be a positive one. It's doesn't matte really, although now moonshadow sounds intriguing.


Also, i will start nitpicking on your ideas, in the OP.


A really nice place.
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Post by Sload »

What reason do we have to send the player to a nice place? Nice places don't make for good quests. :P

However, I do want to go to the library place, forgot the name, of Hermaeus Mora. That'd be a fun adventure.
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Post by lb003g0676 »

OOOh yer, imagine the skill boosts!!!!



Bu by nice place, it would be harmless riddles, no killing, and a cheap and easy way to get stuff, perhaps in treahcerous areas. But thats not a problem now, I a interested in this moonshadow you speak of.


EDIT: I got to get to ed, it's almost 3:30 am here in blighty! Thats why Jale isn't here!
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Post by Sload »

Yeah, the problem is that why would a gate to a nice place show up? The point is to attack Tamriel, and fluffy bunnies aren't effective. If Moonshadow is linked from an actual gate, it will have to be more trecherous than it is right now.
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Post by Eyeball88 »

Apocrypha is the realm of endless books. I think we should implement it as well. From what I can see on these forums, Xui and Haplo don't do a lot, so it shouldn't be asking too much to have them fill Apocrypha's bookshelves.
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Post by Sload »

Eyeball88 wrote:Apocrypha is the realm of endless books. I think we should implement it as well. From what I can see on these forums, Xui and Haplo don't do a lot, so it shouldn't be asking too much to have them fill Apocrypha's bookshelves.
:P

That's the name of it (mentioned a few posts up). Since it has everything ever written, it's feasible that the player could be in a section that was mostly written in a language they can't comprehend.

But that would have to be a quest, and a magicky quest at that, which isn't really appropriate for Hammerfell.
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Post by Eyeball88 »

Sload wrote:That's the name of it (mentioned a few posts up).
I know, just saw that you had forgotten the name and thought I should get an innocent little flame-bait in while I had the chance.

A few weeks ago I PM'd Morgoth a "WSG" idea for sketching up different Oblivion realms based on the Doors book. I mentioned Quagmire and Coldharbor, I believe, as the two most fitting. The ideas we develop in this thread could go a long way towards helping with concept art for that WSG in the future.

Also, while the actual graphical work required to make Azura's realm makes my eye twitch, is there any reason why we couldn't just make it similar to Ob's "Paradise" in that it's not a random gate, but a quest one? (If we have reason to do that, I mean. Azura seems to enjoy Morrowind as her turf.)

I've been toying with an idea for a new gate mesh, but I don't know if it is possible to animate it to change features every 15-30 seconds.. like radically shifting, with entirely new meshes.
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Post by Macar »

A couple ideas:

- How about appearing without any clothing or equipment (naked dream) in some sort of cultist shrine. If they see you they attack.

-(new mesh required -similar to 30). A castle filled with people who have no faces and dont talk. The table in the great hall has a dead body on- which is the door.

- (similar to 21) Dark place with whispering, invisable NPCs who sneak around- one of them has the key to the door.

- A huge room filled with beds and people sleeping in them- you cant wake them and they are unkillable. Somewhere, there is an empty bed that comes up as "playername"'s bed- which is the door.

- (probably not, new mesh) being attacked by a swarm of children! Children of the corn style creepyness. In thier place, however, it could be a swarm of tiny people.
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Post by Sload »

I really like the first two.
Macar wrote:- How about appearing without any clothing or equipment (naked dream) in some sort of cultist shrine. If they see you they attack.
If it's possible, totally.
-(new mesh required -similar to 30). A castle filled with people who have no faces and dont talk. The table in the great hall has a dead body on- which is the door.
Make them attack you and we have a more defined setting for 30. I like it.
- (similar to 21) Dark place with whispering, invisable NPCs who sneak around- one of them has the key to the door.
Eh, too similar to 21 and not as creepy as hearing them sound like they're coming to attack you. Y'know what I mean?
- A huge room filled with beds and people sleeping in them- you cant wake them and they are unkillable. Somewhere, there is an empty bed that comes up as "playername"'s bed- which is the door.
Doesn't seem really like a nightmare, more of a wacky dream.
- (probably not, new mesh) being attacked by a swarm of children! Children of the corn style creepyness. In thier place, however, it could be a swarm of tiny people.
Halfsized goblins could work, but I'm not sure how well small people work as opponents.

---

I feel like I'm being negative, but it's probably because we exhausted a lot of the doable ideas. (And you could be involved in the initial creation of stuff like this if you come to IRC *Sload plugs for IRC*)

And here's how Quagmire will work.

There will be 10 "levels." The player can go throw between 4 10 of them. Each has only 1 door, which randomly links to all of the interiors for different levels. Here's the chart:

1: 2, 3, 4
2: 3, 4, 5, 7
3: 4, 5
4: 5, 7
5: 6, 7, 9
6: 7, 8, 10
7: 8, 9
8: 9
9: 10

So the door at the end of level 1 will have all of the ones for 2, 3, and 4. Each level will have like 12 different ones, but there will obvious be some repeat, since there won't be 120 made (more like 60).
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Post by The Old Ye Bard »

I was under the impression that the gates to oblivion went to M.Dagon's Realm of exsistence.
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Post by Sload »

I was under the impression that you should read the thread before posting.

That's the point. The Deadlands are boring. So these gates go somewhere else for a change. See?

EDIT: And if you did read it and are saying it breaks lore, you must've read the part where Jale, Stalker, and I (the most likely to disagree with eachother and say it is totally breaking lore on no evidence) don't think it breaks lore and if you have no evidence at all that it breaks lore (you don't) then I suggest you not call something a lore violation with no evidence (actually, never do that).
Last edited by Sload on Sun May 21, 2006 6:31 am, edited 1 time in total.
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Post by The Old Ye Bard »

your edit has confused me beyond recognition.
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Post by Sload »

I'm not surprised. Do you have any ideas?
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Post by Nomadic1 »

Initially I thought this was a pretty crappy idea. Now I think it is merely crappy. :] I support doing this as long as you do make sure these levels are restricted to one specific area. We should of course also have modders creating random new deathland worlds.

Anyway, here's the obligatory bad ideas from me.

- PC is thrown into a coffin and buried alive (not sure how good that would be, but hey. They could move to the next level once their breath reaches 0)

- PC is in the ruins of a well-known city or town and has to escape. Made harder by the fact it should be overrun by some nasty daedra.

- PC is falling down pit onto big nasty spikes. Door are bats or something on the way down. If the PC misses them they die.

- PC is in a Dwarven ruin. I mean ruin. Not those still pretty functional ruins a la Morrowind. I mean passages haywire, lava everywhere, maybe the PC has to take an elevator into a bit with noxious gases, etc.

- PC is chased in a moor or heath by Daedric hounds. If the PC kills Daedric hounds, they are reanimated slightly stronger every time. No, the PC has to run.

- PC is on top of a tower being attacked by a giant flying creature of some kind. PC has to find door in amongst bones, flesh, weapons, and crap of all kinds whilst dodging / fighting the creature. As there are no rails of any kind, the PC can fall off the tower easily enough if they aren't careful.
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Post by Stalker »

To change my idea of raining bodies a bit (if it's even on the list). Raining bodies which stand up and fight you after they land. Easy to do.
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Post by Andres Indoril »

Sload wrote:Jale, Stalker, Andres and I came up with these 50:
I didn't come up with anything, except for Dagoth Ur's nightmares sent to you by Vaernima for teasing. But I just said: "Dagoth Ur!"
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Post by Anonymous »

The logic behind this is that Dagon is too busy attacking Cyrodiil to have the forces to assault all of Tamriel, so he has gotten some of his daedra buddies to help out with the attacking of other places.

Look at it this way. There is no lore breaking, because there is no lore regarding it. If the deadlands were awesome we would say 'why bother?' but since they are boring, we are making a cool new realm.
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Post by Gez »

The ruins of Kvatch. Instead of daedra, there are guards everywhere, who attack you, thinking you're a fire daedra (the player would temporarily get the AbAtronachFire ability, making him look on fire, and a bit of voice acting in these guards' attack cries: "kill the demon!", "avenge our fallen", etc. would help make it more blatant). The exit is the Count's corpse or his throne.

A copy of a nice city's exterior, like Chorrol. (Though the doors to the houses and shops are closed. Optionally, we could make it so that if the player has bought Arborwatch, then he can visit his house, which is devasted and infested with zombies.) Clones of the Chorrol NPCs are out there chatting idly and sending you friendly hellos (they would all have a base disposition of 100). When you talk to one, though, an OnActivate script disable them and replace them by a skeleton (the Dark Guardian mesh would be nice), which attacks the player. The countess' skeleton has the key for the city gates. If it's possible to change the sky by script, it would be extra nice to have a blue sky which becomes red after the first skeletal transformation.

A copy of the Imperial prison. This time, the player is in the bad cell and see the Emperor telling the obnoxious dunmer he's the chosen one and all that. After a last "you'll die here!" from the obnoxious cellmate, he flees through the secret passage, which closes behind him. A bit later, the dunmer appears at the top of the stairs, sneak up to your cell, and opens it with the aim of murdering you. On his body is the key to the prison's door. It would be great if his attack cries were his "you're going to die here!" taunts from the introduction.
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Post by Orix »

Well, at first when I saw the idea I had similar thinking as TOYB, although I can definately see the allure of doing different Daedric realms, they're all fairly interesting, it would be nice to have a reason based on lore, which people here dont usually skip on in this manner.

If anyone was going to help out Merhunes Dagon in invading Tamriel, wouldn't it be the four corners of the house of troubles (Malacath, Merhunes, Sheogorath and Molag Bal)? Of course, they're probabaly not as interesting as most other Daedra, except Sheo.

An idea came to mind, based off this quote:
"The ultimate purpose of the Daedra Lords [sic] is to instruct and improve the generally deplorable character of mortals."
from this TIL article: [url]http://til.gamingsource.net/book_daedra/[/url]

Rather than all the daedra "aiding MD in his conquest of Tamriel" which I think is a fairly weak idea (the four corners being the most likely to do so), how about the Daedra taking the oppertunity to pass on some of their influence to mortals, in their various ways, through these gates, while Merhunes is having his way.

The other 3 corners would be helping MD, the 3 good daedra may be trying to lure people into their idyllic realms before the supposed apocalypse, and the other daedra are probably just toying with mortals like usual, although this time they have a direct way to do so, rather than using other mortals to do their bidding.
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Post by Anonymous »

There are 9 provinces. Dagon has Cyrodiil. Vaernima is taking hammerfell because there are witches around there, and she is the witchy godess. The four corners are probably off taking other provinces, like Skyrim.
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Post by Graff »

Dibs on Hircine for Skyrim.
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Post by lb003g0676 »

I see your point Orix, but unless you are a massive lore fan, what difference is it going to make. It is possible, and that is about all you need, the daedric gods, are completely unpredictable. I am a fan of lore, but for me, i don't need the whole story, unless it is a quest (which i think it may be, which means Orix we would need a reason) cus then it needs a backstory.

Gez, I see a bit of DB there! :P


And also, I think i might start a bit of concept art on these!
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Post by Stalker »

Jale wrote:There are 9 provinces. Dagon has Cyrodiil. Vaernima is taking hammerfell because there are witches around there, and she is the witchy godess. The four corners are probably off taking other provinces, like Skyrim.
I concur. I don't think this division takes place. I also don't think any other Prince except Mehrunes is invading. It's not like we must have gates opened all around Hammerfell. BTW the agrument that Mehrunes is lacking resources is stupid. I mean the guy has infinite amount of resources. I think reaching the realms of Princes should be done through witch covens and alike. Fewer but more interesting gates is waaaay better then Ob's deathlands.


Oh and I think...no, I know that I will claim all of them. All which are possible to make currently. So yeah, claiming.
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Post by lb003g0676 »

Yer, okay, I will definately start sketching for you stalker, and we can get Lute to too.

But i was thinking, perhpas we should have one of these in Stirk...... beucase then they know what to expect.



And finally, we already have a type of portal to go to Boethia's realm, as i won't give to much away, but she summons one - nothing to do with MQ. But I will do some reaserch into the realms, infact, I'll go do tha now, I am sure the timperial library has all the info.
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Post by Lud »

Sounds like fun.
Ideas:

-The player becomes a non-violent animal like a deer and has to run away from hunters (possible; see scripted spells mod for Morrowind)

-use of scripting functions to take away players ability to move. Very dark passage. Sounds of Daedra get louder and louder, just as they are bearing down on the player, he regains abiliy to move or warps away

-Player is in the imperial city and is surrounded by a large amount of NPCs. There is a bright flash of light and then all of these turn to stone. (alos possible, there's a mod for OB that does similar things)(atmospheric)
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Post by Anonymous »

How about, now that the laws governing the portals have been broken (they were restricted), witches covens are opening gates everywhere, which you have to find and destroy.
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Post by Sload »

Nomadic1 wrote:Initially I thought this was a pretty crappy idea. Now I think it is merely crappy. :] I support doing this as long as you do make sure these levels are restricted to one specific area. We should of course also have modders creating random new deathland worlds.
Not a clue why.
Nomadic1 wrote:- PC is thrown into a coffin and buried alive (not sure how good that would be, but hey. They could move to the next level once their breath reaches 0)
Not really doable. No lack of breath unless underwater, no way to have them load laying down, no actual coffin mesh in the first place.
Nomadic1 wrote:- PC is in the ruins of a well-known city or town and has to escape. Made harder by the fact it should be overrun by some nasty daedra.
See 40 above.
Nomadic1 wrote: PC is falling down pit onto big nasty spikes. Door are bats or something on the way down. If the PC misses them they die.
Eh, not unlike 05.
Nomadic1 wrote:- PC is in a Dwarven ruin. I mean ruin. Not those still pretty functional ruins a la Morrowind. I mean passages haywire, lava everywhere, maybe the PC has to take an elevator into a bit with noxious gases, etc.
How is that a nightmare? That sounds more fitting as part of a Dwemer ruin.
Nomadic1 wrote:- PC is chased in a moor or heath by Daedric hounds. If the PC kills Daedric hounds, they are reanimated slightly stronger every time. No, the PC has to run.
Hmm. Possible.
Nomadic1 wrote:- PC is on top of a tower being attacked by a giant flying creature of some kind. PC has to find door in amongst bones, flesh, weapons, and crap of all kinds whilst dodging / fighting the creature. As there are no rails of any kind, the PC can fall off the tower easily enough if they aren't careful.
There's a reason you can't get to the top of towers in Oblivion. Fighting on top of a tower doesn't really work.
Stalker wrote:To change my idea of raining bodies a bit (if it's even on the list). Raining bodies which stand up and fight you after they land. Easy to do.
Yes, as long as there weren't a huge number of bodies. On there as 34.
Andres Indoril wrote:I didn't come up with anything, except for Dagoth Ur's nightmares sent to you by Vaernima for teasing. But I just said: "Dagoth Ur!"
Eh, you were there.
Jale wrote:Look at it this way. There is no lore breaking, because there is no lore regarding it. If the deadlands were awesome we would say 'why bother?' but since they are boring, we are making a cool new realm.
+10 Cool points for Jale.
Gez wrote:The ruins of Kvatch. Instead of daedra, there are guards everywhere, who attack you, thinking you're a fire daedra (the player would temporarily get the AbAtronachFire ability, making him look on fire, and a bit of voice acting in these guards' attack cries: "kill the demon!", "avenge our fallen", etc. would help make it more blatant). The exit is the Count's corpse or his throne.
Very large for just a level. The levels aren't supposed to be enormous.
Gez wrote:A copy of a nice city's exterior, like Chorrol. (Though the doors to the houses and shops are closed. Optionally, we could make it so that if the player has bought Arborwatch, then he can visit his house, which is devasted and infested with zombies.) Clones of the Chorrol NPCs are out there chatting idly and sending you friendly hellos (they would all have a base disposition of 100). When you talk to one, though, an OnActivate script disable them and replace them by a skeleton (the Dark Guardian mesh would be nice), which attacks the player. The countess' skeleton has the key for the city gates. If it's possible to change the sky by script, it would be extra nice to have a blue sky which becomes red after the first skeletal transformation.
Amazingly enough, this is exactly like 37 only really large.
Gez wrote:A copy of the Imperial prison. This time, the player is in the bad cell and see the Emperor telling the obnoxious dunmer he's the chosen one and all that. After a last "you'll die here!" from the obnoxious cellmate, he flees through the secret passage, which closes behind him. A bit later, the dunmer appears at the top of the stairs, sneak up to your cell, and opens it with the aim of murdering you. On his body is the key to the prison's door. It would be great if his attack cries were his "you're going to die here!" taunts from the introduction.
That's sort of like 01 as it's in prison and sort of like 15 as it involves the beginning level. It seems time consuming for the player.
Orix wrote:Well, at first when I saw the idea I had similar thinking as TOYB, although I can definately see the allure of doing different Daedric realms, they're all fairly interesting, it would be nice to have a reason based on lore, which people here dont usually skip on in this manner.
Lore is ten percent truth, ten percent viewpoint, and eighty percent what you want to hear.
Orix wrote:If anyone was going to help out Merhunes Dagon in invading Tamriel, wouldn't it be the four corners of the house of troubles (Malacath, Merhunes, Sheogorath and Molag Bal)? Of course, they're probabaly not as interesting as most other Daedra, except Sheo.
The House of Troubles is the Dunmer's name for the 4 Daedra they weren't fans of. They have no actual allegiance to eachother. The 3 Good Daedra aren't good either. Ignore that stuff unless you're talking about how the Dunmer feel about the Daedra.
Orix wrote:An idea came to mind, based off this quote:
"The ultimate purpose of the Daedra Lords [sic] is to instruct and improve the generally deplorable character of mortals."
from this TIL article: http://til.gamingsource.net/book_daedra/

Rather than all the daedra "aiding MD in his conquest of Tamriel" which I think is a fairly weak idea (the four corners being the most likely to do so), how about the Daedra taking the oppertunity to pass on some of their influence to mortals, in their various ways, through these gates, while Merhunes is having his way.
So they're using his gates to spread influence? Not at all sure how that works, but any explanation is a good one (the best being "We have no idea, we are only worthless mortals")
Jale wrote:There are 9 provinces. Dagon has Cyrodiil. Vaernima is taking hammerfell because there are witches around there, and she is the witchy godess. The four corners are probably off taking other provinces, like Skyrim.
I'd rather it not be province wide or stuck in one province. She has, say, the Dragontails and the Wrothgarians. A little of the three provinces there.

Meanwhile, maybe another Daedra is in the Abecean or the Alik'r.
Graff wrote:Dibs on Hircine for Skyrim.
Definitely.
Pound wrote:I see your point Orix, but unless you are a massive lore fan, what difference is it going to make. It is possible, and that is about all you need, the daedric gods, are completely unpredictable. I am a fan of lore, but for me, i don't need the whole story, unless it is a quest (which i think it may be, which means Orix we would need a reason) cus then it needs a backstory.
Don't be silly. The person posting's interpretation of the lore is all powerful.
Stalker wrote:Oh and I think...no, I know that I will claim all of them. All which are possible to make currently. So yeah, claiming.
Bad form. These aren't opening for ages, for one thing. Not to mention you're claiming 60 different interiors, which should atleast be broken into two groups.
Pound wrote:Yer, okay, I will definately start sketching for you stalker, and we can get Lute to too.
Sketches aren't very useful for things we have the meshes for. Like most of this.
Pound wrote:But i was thinking, perhpas we should have one of these in Stirk...... beucase then they know what to expect.
No gates in Stirk. It adds to its idyllicy and gives us and the player a break from the Daedra.
Pound wrote:And finally, we already have a type of portal to go to Boethia's realm, as i won't give to much away, but she summons one - nothing to do with MQ. But I will do some reaserch into the realms, infact, I'll go do tha now, I am sure the timperial library has all the info.
They never go there in Doors, and I don't believe there are any other descriptions of the realms.
Gez wrote:-The player becomes a non-violent animal like a deer and has to run away from hunters (possible; see scripted spells mod for Morrowind)
Another role reversal like one of Gez's ideas and 44. We can decide on the best of the three or however many more we get.
Ludovic wrote:-use of scripting functions to take away players ability to move. Very dark passage. Sounds of Daedra get louder and louder, just as they are bearing down on the player, he regains abiliy to move or warps away
Very simlar to 21. If we made it sound like enemies were coming towards and all that with combat music it'd totally rock.
Ludovic" wrote:-Player is in the imperial city and is surrounded by a large amount of NPCs. There is a bright flash of light and then all of these turn to stone. (alos possible, there's a mod for OB that does similar things)(atmospheric)
42
Jale wrote:How about, now that the laws governing the portals have been broken (they were restricted), witches covens are opening gates everywhere, which you have to find and destroy.
Definitely not my favorite explanation. Not knowing why it's happening is definitely the best.
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Post by Stalker »

Sload wrote:
Stalker wrote:Oh and I think...no, I know that I will claim all of them. All which are possible to make currently. So yeah, claiming.
Bad form. These aren't opening for ages, for one thing. Not to mention you're claiming 60 different interiors, which should atleast be broken into two groups.
Well I am not claiming all 60 but rather doable currently. And again it's not like I am evil and won't let anyone else do it if they want :)
Jale wrote:How about, now that the laws governing the portals have been broken (they were restricted), witches covens are opening gates everywhere, which you have to find and destroy.
Definitely not my favorite explanation. Not knowing why it's happening is definitely the best.
Zabba to that.
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Post by Sload »

Stalker wrote:
Sload wrote:
Stalker wrote:Oh and I think...no, I know that I will claim all of them. All which are possible to make currently. So yeah, claiming.
Bad form. These aren't opening for ages, for one thing. Not to mention you're claiming 60 different interiors, which should atleast be broken into two groups.
Well I am not claiming all 60 but rather doable currently. And again it's not like I am evil and won't let anyone else do it if they want :)
I just don't like preclaiming :P Especially for ints and exts because it's a rather exclusive claim.
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Post by Lud »

Another one:
-An empty interior where the PC simply falls down and down until they reach the bottom, which would then teleport them to a new random place.(wouldn't be a full one, just an in-between thing)

-A normal house, except evrthing is scaled to 2.0. (or bigger-is the meshes were re-exported or OB has extra functionality over MW) The PC is attacked by rats who are twice his size.(but that fit the house's size, if possible)
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Post by Sload »

Both of those are very similar to ones on the list (05 and 16).

I worry that we're running out of nightmares.

Gnomey can't post here, but he had the idea of having the sigil stone case thing, and then having something totally useless in it.

If you can't post here but have an idea, feel free to PM it to me.
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Post by Anonymous »

See I like there to be some sort of explaination. Can we just say 'yup the gates in different areas lead to different bits of Oblivion?' that would suit me just fine.

How about Malacath down in the Al'ikir? His realm was supposed to be all dusty, and him and the redguards certainly have a nasty history.

I reckon even the good Daedra would be opening gates in one area or another...perhaps Azura would be going for it down in Summerset, since the dunmer who are effectively her little pet project are no great chums with those haughty altmer.

I think a cool explaination would be that Dagon has cast the enchantment which opens up random doors to oblivion. Perhaps he has little control away from Cyrodiil over where in Oblivion they open.
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Post by Orix »

Well, I'm still full in favour of the idea, it would be great to see to come to fruition, but I would like to know a few things, if you may.

Are we doing many/the majority fo the daedric realms? If so, which will we be doing, apart from Vermina's Quagmire?

Will these gates to other realms disappear at the end of the Cyrodil MQ? Or do they have any connection to the Hammerfell MQ?

If the witch coven idea is out the window, which I honestly didn't think was too bad since its public knowledge how to create a gate to Oblivion via sigil stones, if anyone were to do it, it would be either the witches, daedra worshipppers or mage guild members ([url]http://til.gamingsource.net/obbooks/liminal_bridges.shtml[/url]).

So, are we just going along with the idea that the daedra are merely toying with mortals before the end of times on Mundus, as it were?

Are we bothering to make any more Deathland realms for Merhune's Oblivion?

how are we going to ensure this won't deviate attention from our main goal (Hammerfell)? Because to me it seems very "Bolt-on"ish.
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Post by Sload »

This really wasn't supposed to be for a discussion of daedric realms other than Vaernima. However,
Can we just say 'yup the gates in different areas lead to different bits of Oblivion?' that would suit me just fine.
No. We can have someone speculate on that, we can't have that as an official reason. We can't have an official reason at all.
How about Malacath down in the Al'ikir? His realm was supposed to be all dusty, and him and the redguards certainly have a nasty history.
Maybe.
I reckon even the good Daedra would be opening gates in one area or another...
There are no good Daedra.
perhaps Azura would be going for it down in Summerset, since the dunmer who are effectively her little pet project are no great chums with those haughty altmer.
We aren't making Summerset, and planning anything for it would be ridiculous. However, Azura could fit into the Abecean as previously stated.
I think a cool explaination would be that Dagon has cast the enchantment which opens up random doors to oblivion. Perhaps he has little control away from Cyrodiil over where in Oblivion they open.
That is a stretch. Again, saying for sure how it happens is a bad idea.
Are we doing many/the majority fo the daedric realms? If so, which will we be doing, apart from Vermina's Quagmire?
We know of somewhere around 6 or 7 different realms. So there's no way we're making most of them since we don't even know half of them.
Will these gates to other realms disappear at the end of the Cyrodil MQ? Or do they have any connection to the Hammerfell MQ?
They will disappear appropriately.
If the witch coven idea is out the window, which I honestly didn't think was too bad since its public knowledge how to create a gate to Oblivion via sigil stones, if anyone were to do it, it would be either the witches, daedra worshipppers or mage guild members (http://til.gamingsource.net/obbooks/liminal_bridges.shtml).

So, are we just going along with the idea that the daedra are merely toying with mortals before the end of times on Mundus, as it were?
No real explanation, multiple theories as to what's happening, we're safe.
Are we bothering to make any more Deathland realms for Merhune's Oblivion?
I would hope so.
how are we going to ensure this won't deviate attention from our main goal (Hammerfell)? Because to me it seems very "Bolt-on"ish.
By not letting it get out of hand, of course.
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