Quagmire Interiors

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

soooo... any of these going to be put up?
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29

The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

use the large Aleyid Ruins room with the scripted pillar in the middle. create 4 rooms that surround the big pillar room, each of which contain 1 spell tome, each tome teaching the PC a specific spell with a creepy name. each of those 4 spells coorespond with one of the 4 triggers in the room (those spell-activated blocks). each of the spell tomes should be very difficult to obtain:

1 as a death item on a Lich King, beef him up and give him an army of headless zombies to make the PC's time hell. simple hack and slash, making the player appreciate blocking. (easiest for a warrior)

another that sits on an obelisk that free floats above a drop-trap, where the player must either use acrobatics to jump to the obelisk, or (specificaly) telekinisis.
some skeleton archers that can only be taken out with ranged attacks would really make this room HARD. (easiest for a mage)

have the third one in a pitch black room, where the player must use acrobatics to make his/her way to the highest pillar (much like the perception world, in the mages guild nitemare side-quest) cover the pillars in trap activators that send scores of darts and traps to assault the PC. make sure that a single fall means certain death to the player.
(easiest for an acrobat)

obtaining the forth book is my favorite idea. (similar to the last thieves quest) The player has to shoot arrows to activate switches located along the walls: each switch opening one of 2 or 3 doors leading to the tome. the interior of this room needs to be so: each switch can only be fired at from one position and distance. the int modder will put all sorts of obstructions around the arrows path to ensure that the PC must fire his/her bow from the designated spot, maximizing difficulty. the int modder can go ballistic with the Aleyid Guardian stones (those damn diamonds that shoot crap at you) and make it so the player has to aim and shoot VERY fast.
(sort of easy for a marksman)(but not really)
--------------------------------------------------------

there doesn't need to be a time limit in this area, since the player will have to make his/her way out BEFORE their equipment all breaks, rendering them helpless. perhaps when the pillar is opened, they can be bestowed with a chest containing some repair hammers and a couple welkynd stones. (can't be tooooo mean)
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
morke
Developer
Posts: 161
Joined: Tue Feb 20, 2007 8:34 pm
Location: Screaming at Venues

Post by morke »

wogya wrote:All monsters disappear, all is silent, the player stands there watching her dead body for about ten seconds, end of nightmare.
that is an awesome idea. brutal brutal brutal!

How about a paralell nightmare where you CAN save the girl, but then she turns into a super-sized daedra and lays a whompin on you (while the room is really dark of course) like a Doom3 effect. except use a Daedroth instead of a Pinky. :D
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

New ideas based upon SI content (SPOILERS!):

A dungeon (SI dungeon tileset) that is nothing but cave in sections. you run through trying to make your way out, but there are just so many of them that you can't make it. When your health drops to 1 HP (or when you die, I dunno which would work best) you are teleported to the next room.

Mazes should be done using the new tilesets, perhaps like the quest for that breath thing, only without the wind to help you.

Is there a way we could re-create the fight with your shadow self, but make it so you are the shadow? (although this would not work as a nightmare if the person hadn't made it that far in the SI MQ)

Perhaps a scenario putting the player on the recieving end of the traps of Xedillian (was it xedillian? I mean the place with the focus crystals)

Perhaps make the player start in a cage and have to fight another random person while a random NPC watches and takes notes. (perhaps remove all equiptment for this scene.

3 150% sized gatekeepers. once the player dies they are warped to the next cell.


I know a lot of these are dependant on a knowledge of the SI MQ, or its various dungeons, however it should be possible to script it so that those events only appear after they complete the requisite portion of the SI MQ (or whatever)

(how about we get some of these up. *wink wink nudge nudge*)
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29

The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
Hemitheon
Reviewer
Posts: 2153
Joined: Fri Aug 11, 2006 1:31 pm
Location: Necrom, Ra'athim Manor

Post by Hemitheon »

Here's an idea, it would just take alot.

You wake up in a middle class house. There's a note pinned to your shirt that says you'll have to kill the entire family if you want to get out. The only thing is, this family isn't a normal family. The one room you wake in is normal but all the others are psychotic looking. The wife is in the kitchen cooking zombie flesh or something and has a kitchen knife as a weapon. The dad's outside cutting off heads with an ax instead of chopping wood. Now if you are invisible then they'll talk to you. They'll tell you they're slaves to their son who lives on the 4th floor of the house. The mother and father were trapped by Vaernima because the boy wanted to punish them for not buying him a pony. So you have to make your way up to his bedroom. The 2, 3, 4th floors are covered in Vaernima's minions. When u open the door to the kid's bedroom, you see he's all innocent. But when u make your presence known, the toys are the floor start to spin around him and he transforms into some grotesque creature. Kill him and get out. If you kill the parents then oh well for them. Or instead of a note it could be a booming voice saying something like,
"Meet the X family, my Champion. ...."
User avatar
Jedak
Developer
Posts: 897
Joined: Thu Apr 19, 2007 3:05 am
Location: Melbourne, Victoria, Australia

Post by Jedak »

Sorry for putting this thread back alive but here goes:

Your in a room that is perfectly normal, aside for the fact that everything is upsidedown (including the interior) and you are walking on the roof. If you touch or take anything then it and all the other objects will fall (or rise?) and then the player will fly up in at same speed that every thing falls to give the impression that the room itself is falling. The player will fly out of a whole in the ground (roof?) then be teleported out.

Shame: You appear in the burning streets of Kvatch (player is locked in position), with all the people who lived there forming on the sides of the street, laughing at you. Then a great gate opens and deadra pour out and start killing the people when a deadric seige engine comes out. When everybody is dead player can move. The way out is activating the great gate (running to your fear, kinda). So many deadra are out its impossible to kill all of them and when you do they are replaced so the only way out alive is dodging their attacks and getting to the great gate.

SPOILER:
player must have finished or be considerably well within the main quest for this one: The scene in paradise where Eldamil lowers the player to the pit to distract the dremora, exept the player isn't lifted before submergined in the lava. Is teleported when dead.

Player is in a large ayleid interior, on a square platform above four square pits. Each pit holds 5 npcs. Player can get out any of the following ways:
a) pulls a lever which triggers a trap that makes all pits rise and hit roof. Then a ayleid slavemaster race (umarils minions in KotN) guy attacks the player. Once dead (minion or player) is teleported out.
b) player jumps into a pit, minion pulls lever, player dies and is teleported.
c) the player attacks the minion and ether die and is teleported.

Thats my two cents! :)
Macar: At last, I have a coleague to work with.

Lady N: Jedak-of-all-trades
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

I love the first one. Maybe not so scary, but it would be a lot of fun :]

The Kvatch one won't work IMO. I'd be glad to see the Daedra kill all of the people if they were laughing at me. Also it would be a dull cinematic if the PC was just kept static. Would Kvatch be ruined or intact, or ruined during the invasion? I just don't see how it could possibly play out good in the end.

For your Eldamir one, the cages don't actually hit the lava - they are kept above it so the prisoners are tortured by the heat and fumes.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Jedak
Developer
Posts: 897
Joined: Thu Apr 19, 2007 3:05 am
Location: Melbourne, Victoria, Australia

Post by Jedak »

They wouldn't be nessesarily laughing at the player, sorry. I just though that it would be sick to see innocents die laughing maniacally, and the player would be stuck for the feeling of hoplesness that they can't help. It could also be just npc's running from the daedra, but that wouldn't make sense since Kvatch is already destroyed... Try to picture it like a nightmare. The city is in ruins. The survivors are laughing. You see the deadra pour out of a great gate but you can't help. Then the seige engine comes and your the one getting haked...

The first one looks OK, but isn't, and if you touch anything, havoc occurs. Its designed to get the player to have a little panic.

I was almost certain that they were in the lava... well ya learn something everyday.

What about the last one?
Macar: At last, I have a coleague to work with.

Lady N: Jedak-of-all-trades
User avatar
Morgoth Bauglir
Developer
Posts: 190
Joined: Sat Sep 16, 2006 8:25 am
Location: The darkness outside Arda, banned forever.
Contact:

Post by Morgoth Bauglir »

If you ask me they were in the lava, but I never entered that cage (I just killed everyone before talking to that guy, didn't knew I was supposed to.)
Veni, bibi, vomui
Nanu
Developer Emeritus
Posts: 2032
Joined: Thu Feb 16, 2006 12:27 am
Location: Virginia

Post by Nanu »

We can't kill the PC, as I'm positive that it resets some abilities or stats or something like that. We can let their HP get REALLY low, but even then we can't guarantee that they wouldn't get killed instantly being that close to the threshold.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

Don't you remember that evil daedric quest (I always forget the god's name) who wants you to corrupt an honest man by making him slay you? At the end you need to die and at that point you're ressurected and teleported before the daedra's statue.

Here's another idea: A dremore walks towards you, giving you that portal-activating sphere, asking that you open the portal to Kvatch. Around you are many NPCs kneeling and begging that you don't. The player needs to walk to the top of the tower, click on the "well" in the Sigilium Sanguis room to activate the portal, and upon activation he's immediately transfered into Kvatch. There, he'll have to make his way through the guards, into the chapel and slay at least 5 helpless citizens. While at it, it'd be freaky if a voice in the background kept calling him murderer and other nice names (think of Soul Reaver's spectral plane).
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

I went into the cage, just yesterday actually. I had a bit of fun playing with the levers and lowering one, then the other. :twisted: People die in lava, but it would possibly be uncomfortable dangled in a cage just above it.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Jedak
Developer
Posts: 897
Joined: Thu Apr 19, 2007 3:05 am
Location: Melbourne, Victoria, Australia

Post by Jedak »

I just realised that there are no corpses in Kvatch apart from the count. Or maybe I'm wrong...

I haven't done the molag bal quest yet, but I've read it in my manual (yup, I've got the 'new bible'). I can't tell if the player accually dies but it make me positive to thinking we can do it.
Macar: At last, I have a coleague to work with.

Lady N: Jedak-of-all-trades
User avatar
Morgoth Bauglir
Developer
Posts: 190
Joined: Sat Sep 16, 2006 8:25 am
Location: The darkness outside Arda, banned forever.
Contact:

Post by Morgoth Bauglir »

There are burned bodies of citizens. But the count's body is the only one 'intact' I believe.
(Look in the CS and you'll find them)
Veni, bibi, vomui
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

I'd sort of like one that's a bit whacky, for example:

You are in the ruins of Kvatch, as you remember it, but without the daedra. Everyone is still alive, and don't seem to notice the destruction. You also notice that everyone is someone who you might have met earlier in the game, as though your mind was using them to re-populate Kvatch. (After all, the player wasn't there before Kvatch was destroyed, IIRC, and wouldn't know the real inhabitants). You enter the castle and go to the count. Strangely enough, he is the count of another city.
As you walk up to him, he changes to a dremora in front of your eyes, and five or six daedric portals suddently appear in the room. All the guards fall dead, the door to the castle becomes locked, and you have to fight the horde alone. When you kill the count, you will find a key on his body which will open the gate. You then have to fight the daedra in Kvatch, the inhabitants lying dead on the streets, and go back to the protal from the original siege.
I think it would be a nice addition if you hear creepy sounds as you come near the portal. I also think that, other than the attacking Daedra, no boss should come out of the portal, as the count already acted like a boss. You just have to go through it to go to the next nightmare.
Another nice addition would be to make all of the portals in the throne room lead to another mini nightmare, where the player finds himself in a tiny plane of Oblivion with Mehrunes Dagon attacking him, and when he almost dies being transported back to the first nightmare, but this seems like a bit much.
Basically, the nightmare might be like a nightmare that you really get: reliving an unpleasant part of your life with other thoughts and memories patching up any holes in the story. I'd enjoy playing something like this. :)
Hemitheon
Reviewer
Posts: 2153
Joined: Fri Aug 11, 2006 1:31 pm
Location: Necrom, Ra'athim Manor

Post by Hemitheon »

How bout for the final Quag cell, you get to actually meet Vaernima in her own kingdom which is dark, somber, wet, with some chains everywhere, dead people as decorations, you know somewhere real evil.
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Just remember that it should be nightmarish, and not specifically evil. It might be interesting if you have to try and escape from Vaernima in her own realm, though. That would be a real challenge: Only one way out, otherwise the player is trapped with her forever. *mwaha*
User avatar
IAMTHEEMPEROR
Developer
Posts: 67
Joined: Sat Mar 10, 2007 11:19 pm
Location: The Colored Halls of Meridia

Post by IAMTHEEMPEROR »

You wake up in the Arcane University in your underpants! And everyone is laughing at mr. underpants! No, just messing around :P

You appear in a dark room, with rays of light showing a bunch of people dressed in black, and you can't see their faces. Then someone comes up dressed in an Imperial Legion uniform, and asks you to kill the prisoners who are all enemies of the empire. (you're in a separate almost enclosed area looking at the prisoners from a window or something) There are buttons in front of each prisoner, maybe about 10 or something, and one by one you press them all, hearing their screams of agony. Then the man in the legion armor asks for help to clean up all the bodies, so the two of you walk around into the room where all the prisoners are. Their black suits disappear into the clothes they usually wear, and you see Martin, Uriel, Jauffre, the leaders of the Mages, Thieves, and Fighters Guilds, Baurus, that guy from Kvatch, and a few others, all laying there dead. Then the man in the legion armor casts a paralysis spell on you, and says "Wait here, I need to take care of something" and as he walks away, he casts the Mythic Dawn armor spell, and you see him walk into the other room and launch a fireball at you, but it's onlt a scripted spell disguised as a fireball, which will trasport you out.

You are in the starting dungeon, in the chamber where Uriel is killed. He's still alive, and all of a sudden starts fighting you. you can kill him on the spot or try to yield, which won't work. After he's killed (which we'll need to force the player into doing somehow) he falls to the ground and is equiped with your clothes, and you are equipped with the emperor's robes. Then Baurus and Glenroy walk in and say "I knew we couldn't trust the prisoner, he must have been trying to get close to you this whole time. Good thing you managed to kill him, sire" Then your controlls are disabled and the side passage opens, and Jauffre, wearing mythic dawn armor without the helmet, comes running out and kills you, then you get your stuff back, lose the robes, and are transported out.
Don't say I'm out of touch
With this rampant chaos - your reality.
I know well what lies beyond my sleeping refuge
The nightmare, I built my own world to escape.
User avatar
Morgoth Bauglir
Developer
Posts: 190
Joined: Sat Sep 16, 2006 8:25 am
Location: The darkness outside Arda, banned forever.
Contact:

Post by Morgoth Bauglir »

In the first one with the prisonners, the player has nothing to do. Only push buttons and watch his dead old friends. That's not right, because the player has to do SOMETHING to leave the nightmare.

The second is really nice though. Only the part with Jauffre killing you is bad.
Veni, bibi, vomui
Hemitheon
Reviewer
Posts: 2153
Joined: Fri Aug 11, 2006 1:31 pm
Location: Necrom, Ra'athim Manor

Post by Hemitheon »

Gnomey, I love it. She can tell the play that she opened the gateways into Nirn to find a champion worthy to hunt. Now that the player has passed through all the nightmares he/she must escape from Vaernima's final nightmare. The reward could be something like a whole new set of spells or an artifact which was destroyed but she brought back, or the induction into a special cult of hers. The price can either be death, the stripping of the character of all skills and attributes, etc. But her realm would be the greatest and she could have special abilities, like the ability to create clones of herself to hunt the player or if the player uses a torch in a particular scene, creatures and monsters awaken and attack. I like the idea of the player walking blind. Not only does it suck for the player, but it'll aggravate the actual real-life player.

As for spells, something that causes madness or dread in the npcs, like suddenly the player is attacked by shadow snakes or a spell that makes the player attack others thinking theyre daedra.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

Gnomey wrote:You are in the ruins of Kvatch, as you remember it, but without the daedra. Everyone is still alive, and don't seem to notice the destruction. You also notice that everyone is someone who you might have met earlier in the game, as though your mind was using them to re-populate Kvatch. (After all, the player wasn't there before Kvatch was destroyed, IIRC, and wouldn't know the real inhabitants). You enter the castle and go to the count. Strangely enough, he is the count of another city.
As you walk up to him, he changes to a dremora in front of your eyes, and five or six daedric portals suddently appear in the room. All the guards fall dead, the door to the castle becomes locked, and you have to fight the horde alone. When you kill the count, you will find a key on his body which will open the gate. You then have to fight the daedra in Kvatch, the inhabitants lying dead on the streets, and go back to the protal from the original siege.
I think it would be a nice addition if you hear creepy sounds as you come near the portal. I also think that, other than the attacking Daedra, no boss should come out of the portal, as the count already acted like a boss. You just have to go through it to go to the next nightmare.
Another nice addition would be to make all of the portals in the throne room lead to another mini nightmare, where the player finds himself in a tiny plane of Oblivion with Mehrunes Dagon attacking him, and when he almost dies being transported back to the first nightmare, but this seems like a bit much.
Basically, the nightmare might be like a nightmare that you really get: reliving an unpleasant part of your life with other thoughts and memories patching up any holes in the story. I'd enjoy playing something like this. :)
Far too long, and the PC could potentially be there forever until he realised a) to go to the castle, b) to kill the count, c) to take his key, and d) that it is the gate which is the exit. Also my PC could not possibly handle 5-6 gates and all their daedra. Maybe if the PC was confined to just the castle bit with 2-3 gates it would work, but nightmarish daedra, as opposed to the standard Dagonite daedra, should be added to make it a little less been here - done that.
IAMTHEEMPEROR wrote:You appear in a dark room, with rays of light showing a bunch of people dressed in black, and you can't see their faces. Then someone comes up dressed in an Imperial Legion uniform, and asks you to kill the prisoners who are all enemies of the empire. (you're in a separate almost enclosed area looking at the prisoners from a window or something) There are buttons in front of each prisoner, maybe about 10 or something, and one by one you press them all, hearing their screams of agony. Then the man in the legion armor asks for help to clean up all the bodies, so the two of you walk around into the room where all the prisoners are. Their black suits disappear into the clothes they usually wear, and you see Martin, Uriel, Jauffre, the leaders of the Mages, Thieves, and Fighters Guilds, Baurus, that guy from Kvatch, and a few others, all laying there dead. Then the man in the legion armor casts a paralysis spell on you, and says "Wait here, I need to take care of something" and as he walks away, he casts the Mythic Dawn armor spell, and you see him walk into the other room and launch a fireball at you, but it's onlt a scripted spell disguised as a fireball, which will trasport you out.
I get what you're trying to get across, but it wouldn't work IMO. I would so be there like *shrug* "So what?" The PC needs to do more than just buttons, and it is not very likely there would be enough NPCs the PC would actually take a liking to for it to work. Who cares about Hannibal Traven or Vilena Donton?
IAMTHEEMPEROR wrote:You are in the starting dungeon, in the chamber where Uriel is killed. He's still alive, and all of a sudden starts fighting you. you can kill him on the spot or try to yield, which won't work. After he's killed (which we'll need to force the player into doing somehow) he falls to the ground and is equiped with your clothes, and you are equipped with the emperor's robes. Then Baurus and Glenroy walk in and say "I knew we couldn't trust the prisoner, he must have been trying to get close to you this whole time. Good thing you managed to kill him, sire" Then your controlls are disabled and the side passage opens, and Jauffre, wearing mythic dawn armor without the helmet, comes running out and kills you, then you get your stuff back, lose the robes, and are transported out.
There are so many about the emperor and the starting dungeon already. It also isn't very scary.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
IAMTHEEMPEROR
Developer
Posts: 67
Joined: Sat Mar 10, 2007 11:19 pm
Location: The Colored Halls of Meridia

Post by IAMTHEEMPEROR »

:cry: Ok, I'll try to think of a better one.

You're in a dark Ayleid ruin, and all of a sudden someone casts paralysis on you. Then out of the darkness zombies come running out one by one, each one about to get close enough to hit you, and then they drop dead. Then a bunch of people you know come running out to hit you, and they all drop dead. Then the paralysis wears off, and you see someone sitting in a throne. It's you, and then you need to kill this clone of yours. After that, all of the dead people are reanimated, and you need to kill them.

And if you want more of a twist on that, then they and parts of the room light on fire, their flesh is burned away and there is nothing left of them but bone. Then these skeletons get up and try to kill you. You kill them, and a door is revealed to the next area.
Don't say I'm out of touch
With this rampant chaos - your reality.
I know well what lies beyond my sleeping refuge
The nightmare, I built my own world to escape.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

That one is standing around for cinematics. Not a good idea. I like the fighting an evil (or, quite possibly, good) clone though.

Don't forget this is Hammerfell too. We should have some Hammerfell goodness in this.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Jedak
Developer
Posts: 897
Joined: Thu Apr 19, 2007 3:05 am
Location: Melbourne, Victoria, Australia

Post by Jedak »

I think if the Quagmire quests are done after the main quest, then we should play on the scaries moments of the players life, eg:

Your in the battle for bruma, with Martin making his speach. Every thing seems just like the past untill the great gate opens and the siege engine immediately comes out. At that point, we should script all the survivors to 1 health, so after each attack, they die. Its like the battle of bruma went all wrong. As your comrades die they shriek. It can end meny ways there, but this is my favorite. Suddenly, you freeze and get killed by a daedra (or make it look like that). Then you appear high above Bruma just in time to see the siege engine break the walls and havoc be let loose. After a while of looking at your failor, you are teleported to the next nightmare.

Another one:

Your in emperor green way, when suddenly the sky turnes red, then fires and smoke appear around you. You cannot open any doors. Nothing else happens untill you run around the white gold. Every time you run for a few seconds, a gate opens in your way and deadra pour out. When you run the other way, the same happens. This keeps on happening until there is no way out. Then suddenly all the daedra dissapear, and a great gate opens. Five dremoras. (2 weak, 2 med and 1 strong) appear. You fight them. Then you have to loot their bodies for a key. This key will activate the grate gate to send you away to the next nightmare, but also when in your inventory all the daedra reappear. Quick thinking is the way out.

Whaddya think?
Macar: At last, I have a coleague to work with.

Lady N: Jedak-of-all-trades
User avatar
Morgoth Bauglir
Developer
Posts: 190
Joined: Sat Sep 16, 2006 8:25 am
Location: The darkness outside Arda, banned forever.
Contact:

Post by Morgoth Bauglir »

And if the player doesn't run around white gold tower? then nothing happens. That would suck because the player has enough time to think and prepare before activating the nightmare.
Veni, bibi, vomui
User avatar
Jedak
Developer
Posts: 897
Joined: Thu Apr 19, 2007 3:05 am
Location: Melbourne, Victoria, Australia

Post by Jedak »

Woah, calm down! We can make it so that the first gate opens by itself, daedra pour, they'll be replaced if they die so that the player thinks better and runs. Then the next gate would open and so forth.

What about the first one?
Macar: At last, I have a coleague to work with.

Lady N: Jedak-of-all-trades
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Nomadic1 wrote:Far too long, and the PC could potentially be there forever until he realised a) to go to the castle, b) to kill the count, c) to take his key, and d) that it is the gate which is the exit. Also my PC could not possibly handle 5-6 gates and all their daedra. Maybe if the PC was confined to just the castle bit with 2-3 gates it would work, but nightmarish daedra, as opposed to the standard Dagonite daedra, should be added to make it a little less been here - done that.
I agree that it is probably too long. (In this case, the quest-marker could be used, as though the player somehow knows where he has to go, as I often do in my dreams). If it were the whole of Kvatch, then I would also say that it is too big, so probably only a bit is traversable. Say the path between the Daedric portal and a small second path where you would originally appear, and then the castle. I don't have Oblivion, so I don't know much of the city layout, but I have seen a bit.
The count turned into a daedra and attacked the player, so I think the player would realise that the count is an enemy, to be killed, and the key on him would probably have some significance. It could even be called "A strange key" or something to that effect, if you really think that the player might ignore it.
With the gates, I'm not sure if you mean the gate to the castle or the Daedric portal. I'm assuming you mean the Daedric portal, as with the castle it's the only way out. With the smaller map, this would be more straight forward, as there are less options, but I agree that there is no good reason for the player to go to the Daedric gate. Perhaps, as soon as the count is killed, the other daedric gates stop producing Daedra, and so the only Daedra are coming from that gate, which might make the player think that he should close it. I don't know, I agree that it is one of the weaker points.
As to the Daedric gates, they would probably not be as devestating as normal daedric gates, probably just one daedra each at the very start, making five in all, and then when the five are dead, five more etc. until the count is killed. This is still pretty hard, though. (Depending on what sort of Daedra are used). Ah well, it is a daedric plane after all, a lot of daedra makes sense. However, on second thought the gates are too many anyway, so I agree with three, which would then each produce two at a time.
As for nightmareish daedra instead of vanilla daedra, I fully agree with it. But I agree that this isn't a very polished quest at all.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

The other thing to realise is that the PC does not go in a straight line through Kvatch, which is why I reckon it should be confined to the Count's throne room only. Basically the PC closes the gate outside the city, and clears out the way before the temple (PC then takes Martin from the Temple to the Blades). After that, the PC then goes through the other side of the Temple to clear out the area in front of the castle. As it turns out the guards managed to shut the gate which opens only from the inside. The PC then has to go back to the temple, through its undercrofts, back out to the city, into a part of the sewers, climb up into the gate bit and raise the gate. Then the PC clears out the courtyard before entering the castle throneroom itself. The throne room is the only real place to start it or it becomes too long.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
IAMTHEEMPEROR
Developer
Posts: 67
Joined: Sat Mar 10, 2007 11:19 pm
Location: The Colored Halls of Meridia

Post by IAMTHEEMPEROR »

The thing that really scares me the most in playing games is undead/mutants. My biggest nightmare would be having someone you really care about die and be brought back as a hideous abomination of undeath, or be transformed into a hulking beast with every intent on killing you.

So who does everyone care about in Oblivion? M'aiq? We could always force quests on the player before being able to enter the realm of nightmares which we can have a character that will impose friendship.

We aren't allowed to do anything with children, are we? *mwaha*
Don't say I'm out of touch
With this rampant chaos - your reality.
I know well what lies beyond my sleeping refuge
The nightmare, I built my own world to escape.
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Nomadic1 wrote:*Snip*
Ah yes, that is the problem with not having oblivion but thinking up quests about it. :P

In that case, the player should be able to go through the castle gate, (that gets rid of the sewers and courtyard), after all the player is not supposed to be fully reliving the quest. He would appear at the entrance of Kvatch, or some other convenient spot, go to the castle by a single path, do his business in the throne room, leave, and then... Well, is the gate really outside of Kvatch? What about the gate in one of Bethesda's vids? That was inside the city, and that was the one I meant. If that doesn't work though, I agree that it does sound as though it would take far too long.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

Bethesda changed Kvatch during its making, in several ways. The only Oblivion portal remaining is located outside the city gates. The PC cannot access the entire city anymore. The PC does not become the Duke of Colovia and Count of Kvatch anymore.

Although the temple is pretty much in front of the city gates, the castle itself is a distance away from the temple. It would just get too fucking long if it wasn't in the throne room only.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
Hemitheon
Reviewer
Posts: 2153
Joined: Fri Aug 11, 2006 1:31 pm
Location: Necrom, Ra'athim Manor

Post by Hemitheon »

How about the player wakes up in a room filled with crates. When he exits, he's suddenly in Ebonheart and the city is under attack by daedra and the city is sieged, but i suggest Vaernima's daedra not the usual crap. We could do it cuz we have imperial pieces. It could be a near perfect model of Ebonheart. All it'd take would be a remesh of the dragon statue and there you go. There are people everywhere being killed, tortured, etc. The only way out is to clear a path to the Duke who, when saved, turns out to be a daedra himself. The people were daedra and the daedra were the people, so you wound up killing innocents not monsters. That's a little confusing but oh well. It'd be an easter egg. Literally a big flaming easter egg.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

We have Imperial pieces, but not those Imperial pieces. AFAIK Silgrad Tower had to make all the meshes of that tileset new.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

Try to keep some things in mind when suggesting Quagmire stuff;

1) The Quagmire gates will only open after the player begins the first Kvatch quest to destroy the gate there, and will close when Dagon's banished. In other words, the Quagmire gates will open and close just like the vanilla gates.

2) No one guarantees that the player will have met many "key" people when he gets to visit Hammerfell, so be careful when you suggest a specific guy/location to be part of your idea. One may reach lvl 20 and don't meet Mannimarco, so there will be no thrill if we make a Quagmire interior with Manni in it, as the main feature of that interior. And so on.

3) Don't rely too much on cut-scenes, this isn't Farenheit. If you think you must use one in your idea, try to make it as simple as possible and double-check if it's that necessary. Remember that every cut-scene in Oblivion relies on the script that "freezes" the pc, disabling the player's controls.

4) If you think your idea requires a script to be realized, and you think the script's gonna be too complex/heavy, try to break it down and see how you can simplify things. Hardcore scripters are hard to come-by lately!
User avatar
IAMTHEEMPEROR
Developer
Posts: 67
Joined: Sat Mar 10, 2007 11:19 pm
Location: The Colored Halls of Meridia

Post by IAMTHEEMPEROR »

You wake up in a dark, dank chamber. There is hay on the floor, and one locked, metal door. You look around your room and see you are in a small Ayleid chamber, no more than 10 feet long in all directions. From out in the hall, you see a bright white light coming towards you and hear voices in a language you can't understand. as the light draws close, two figures stand in front of your door. They are elves, but different than the elves you would see every day. These you assume are Ayleids. One is dressed in a flowing white robe, carrying a varla stone fashioned on an intricately crafted stick, which is used like a torch. The other one is dressed in a unique elven leather. They stand outside your cell commenting and pointing at you in an unknown language, presumably Ayleid. The one in the white robe opens your door and commands in very poor Cyrodiilic (with a heavy accent) "Slave! Out!" The one in the leather walks down the hall into another room. The Ayleid in the robe points in the direction he went and says "He, follow!"
So you can kill this Ayleid here, or leave him be. If you kill him, then the one in leather will come out with a mace, which will have a script effect that simulates blackout and you will be brought into the room anyways.

You are in the middle of the room, and you see him sitting up on a ledge, the ones usually walled off with the metalwork. He says in decent Cyrodiilic, but with an accent still "You refuse to do your work. This is a most dishonorable thing. Then when to be punished for misbehaving, you strike your master! (and if you kill the Ayleid before) You even kill your master! This is worst of all slave crimes, punishable only through death." He pushes a button, which activates gas traps all along the floor, then walks off to another room forther down the hall. The only way out is through a door, guarded by an Ayleid in Elven armor. You need to kill him and take the key he has on him, then open the door. After that, you walk up the hall filled which is filled with swinging blades. Then you walk up to the ledge, go down the hall, and he's sitting in his room reading. You need to kill him, then the place begins to collapse around you (we'll need to find a way to do this, maybe Camoran's Paradise bricks?) A wall further down the hall collapses (a crumbling ayleid wall) which leads into a cave tunnel. You walk into the tunnel and see the glowing light at the end. You get close, it turns black with a thundrous boom, and you are teleported to the next area.

That long one good enough?
Don't say I'm out of touch
With this rampant chaos - your reality.
I know well what lies beyond my sleeping refuge
The nightmare, I built my own world to escape.
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

I can't see what's so scary about this. And I forgot to mention that no suggestion should include immeasurable amounts of new textures and/or meshes.
User avatar
Jedak
Developer
Posts: 897
Joined: Thu Apr 19, 2007 3:05 am
Location: Melbourne, Victoria, Australia

Post by Jedak »

Your in the battle for bruma, with Martin making his speach. Every thing seems just like the past untill the great gate opens and the siege engine immediately comes out. At that point, we should script all the survivors to 1 health, so after each attack, they die. Its like the battle of bruma went all wrong. As your comrades die they shriek. It can end meny ways there, but this is my favorite. Suddenly, you freeze and get killed by a daedra (or make it look like that). Then you appear high above Bruma just in time to see the siege engine break the walls and havoc be let loose. After a while of looking at your failor, you are teleported to the next nightmare.
What about this one?
Macar: At last, I have a coleague to work with.

Lady N: Jedak-of-all-trades
User avatar
IAMTHEEMPEROR
Developer
Posts: 67
Joined: Sat Mar 10, 2007 11:19 pm
Location: The Colored Halls of Meridia

Post by IAMTHEEMPEROR »

I have the resources for an intact Ayleid Dungeon that's not ruined if that's what you mean

[url=http://i134.photobucket.com/albums/q118/IAMTHEEMPEROR/5.jpg]Ayleid[/url]

The game comes with a white robe, Elven Armor, and we can just give Elven armor to the guy supposed to be wearing leather then.
Don't say I'm out of touch
With this rampant chaos - your reality.
I know well what lies beyond my sleeping refuge
The nightmare, I built my own world to escape.
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

But there still remains the issue of texturing a race as Ayelids, and we don't know what they look like so we'd be inventing lore. Plus the staff you suggested and the new leather outfit. But the real issue with the idea is that it isn't scary/nightmarish.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

The problem is that TR really shouldn't add anything to be used only once, unless it is important enough to appear only once. These Quagmire realms are nowhere near as important as the Palace of Sentinel or the Orrery of Stros M'Kai, so the space the models take up would be better used elsewhere. The intact Ayleid arch set is not at all as useable, or reuseable, as, say, Quagmire deadra or a unique Quagmire sky which can be used in several nightmares as well as be added to the main game as summonable spells.

I also thought about the ones taking part of the MQ after escaping from the jail with the AoK, like the Battle for Kvatch one or your Battle for Bruma. The nightmare would only make sense if the PC went and did those things and then went to Hammerfell into a nightmare. While Kvatch is sufficiently early enough that it might be feasible (a script would have to be placed that the PC finished the Battle for Kvatch quest first), the Bruma one takes place so close to the end that the PC is not at all likely to go to Hammerfell. Paradise awaits, and I couldn't.

**********

I've noticed that all I've been doing is shooting down ideas. I feel like I'm Sloadie ;(
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
Locked