i4-349-Red

After an interior claim has been cleared by a review, the thread will be moved here. Discussion is still allowed.

Moderators: Seneca37, Lead Developers

alex25
Developer
Posts: 477
Joined: Thu Jan 21, 2010 7:25 am
Location: Here and There

Post by alex25 »

Claiming. Largish dwemer ruin with a blow open exit quest, traps and cave ins. Some good loot as well since the whole structure will be uberconfusing. I'll use Why's wip and keep the cool elevator untouched.
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

Sounds fine by me, granting.
alex25
Developer
Posts: 477
Joined: Thu Jan 21, 2010 7:25 am
Location: Here and There

Post by alex25 »

Exterior shell done but with less fancy stuff than intended due to size limits.
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

Please post an update in the next week or this will be revoked.
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
alex25
Developer
Posts: 477
Joined: Thu Jan 21, 2010 7:25 am
Location: Here and There

Post by alex25 »

Revoke it... It's not awesome enough to go with Why's elevator anyway.
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

revoked
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

An epic dungeon with scripted traps? Claiming! I'm going to go with alex' plan. Why's elevator will stay as it is.
User avatar
SamirA
Developer Emeritus
Posts: 898
Joined: Tue Apr 27, 2010 5:02 pm
Location: Somewhere in Tamriel
Contact:

Post by SamirA »

Enjoy.
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

File updated. Evil drowning trap (wip) added. :twisted:
Why
Lead Developer
Posts: 1654
Joined: Sat Jul 04, 2009 3:18 am
Location: Utrecht

Post by Why »

That is one nasty trap. I like it.
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

File updated.
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

Update. :) Woah! That one will probably take months...
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

I'm working on it....
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

Finished. :v
Why
Lead Developer
Posts: 1654
Joined: Sat Jul 04, 2009 3:18 am
Location: Utrecht

Post by Why »

This ruin still needs machinery sound activators and I think there's a gap in the rock formation blocking the black "door" that allows players to activate it without blowing up the barrier. Maybe it's a good idea considering to connect the southern part of the ruin to the floor with the centurion armor in it, effectively closing off the ruins unless the player solves the elevator puzzle thing (though admittedly it's not that hard). I love the water trap.
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

Thanks for your comments, Why!
I will keep this for a while...
User avatar
SamirA
Developer Emeritus
Posts: 898
Joined: Tue Apr 27, 2010 5:02 pm
Location: Somewhere in Tamriel
Contact:

Post by SamirA »

This needs an update a week ago, please update asap.
And that's how you get to Llama School.
Lady_N: mountain dew tastes like yellow and pwning at d&d
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

This will be finished tomorrow.
User avatar
Nerano
Developer
Posts: 104
Joined: Mon Jan 24, 2011 4:09 pm
Location: Krakow, Poland

Post by Nerano »

Done. :v
Everything is fixed according to Why's suggestions, except for the passage leading to the centurion armour, I think the ruin is complex enough and doesn't need more impediments that would only irritate the player.
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

review submit. be certain to grab the correct file
User avatar
Not
Lead Developer
Posts: 542
Joined: Thu Mar 01, 2012 10:43 pm
Location: Elsewhere

Post by Not »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review:
TR_i4-349

dwrv_barrel10_empty was floating

dwrv_chest10_weap was floating

TR_i4-349: Cell2

None

Comments I love this ruin! The combined efforts of you and Why work really well together. Excellent touch with the elevator, and the traps. Seriously, this will be one of the best dwemer ruins to explore for the player. Excellent job!

Rating 9/10
Attachments
TR_i4-349-Red_Nerano_7.esp
(88.83 KiB) Downloaded 24 times
Not another memory

...And so my bad karma gets worse
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

Approving. The water in the second cell is loud, but I think that adds to the effect.
Locked