Author Topic: PHoD Things  (Read 9025 times)

Legacy_CaveGnome

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« Reply #240 on: November 17, 2015, 08:39:55 pm »


               Brick ammunition ! With brick launchers weaponry... Ultimate skeleton smashing weapon :-)
               
               

               
            

Legacy_Zwerkules

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« Reply #241 on: November 18, 2015, 01:27:27 am »


               


Brick placeables! ... so they can be used in any tileset where they might come in handy. You never know when you might need to hit something with one '<img'>




If you have brick placeables you also need socks to put the bricks in.


               
               

               
            

Legacy_Tarot Redhand

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« Reply #242 on: November 18, 2015, 02:00:18 am »


               

Or a handbag if you're Tara King (UK the Avengers 1960's TV show). Thinking about I have my suspicions about Margaret Thatcher as well.


 


TR



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #243 on: November 19, 2015, 08:10:28 am »


               

Tarot:- What the hell IS that?! Your last avatar was cute. That yellow abomination is just HIDEOUS!


 


Anyway... Back to the Citadel of Doom. There are some things about this Citadel and its festeringly sinister buildings that you probably haven't realized yet...


Consulting the Handy Citadel of Doom Visitor's Guide (aka BioWare's bit of tatty, blank paper), the large building by the Lake of Eternal Futility can be identified as the mysterious and dreadful "Star Chamber" about which such dire things are whispered by the Systaria Seers.


ASCstar1.jpg


Approaching closer, it is immediately apparent that there is what we scientists call a "door". Or, to be technically precise, a sort of entry tunnel thing that doesn't actually have a door in it... It is at this point that we must ask ourselves, where does this so-called tunnel go?


ASCstar2.jpg


Easiest way to find out is to simply walk through the so-called tunnel, doorway, portal, thing... Doing so reveals the shocking horror of the startlingly unexpected existence of the INTERIOR OF THE BUILDING!


ASCstar3.jpg


Yes! Some of the buildings can be entered by the simple expedient of walking through the doorways provided... (I know I'm not the first to experiment with Enterable Buildings, but I'm more or less convinced the idea hasn't been explored enough and I intend to investigate the possibilities further). With regards the Star Chamber, going inside it reveals the reason that it's called the Star Chamber...


ASCstar4.jpg


The exceedingly strange structures upon the ceiling (which are somewhat stellate if viewed "head-on" so to speak) are the "stars" in question. Far from being decorative, or just there to annoy ten foot tall Demonesses whose horns tend to chip lumps out of stupid ceiling structures, the so-called stars actually act as focusing arrays for the vast masses of crystal housed in the upper part of the building. The power is focused down upon a central dais and its ring of monoliths during invocation rites to summon Disgusting Eldritch Spleen Creatures from nameless gulfs of Outer Beyondity. This ill-advised summoning of Spleen Monsters goes some way to explaining the seemingly dead and abandoned nature of the Citadel...


ASCstar5.jpg


I'm not sure whether I'm going to keep the stars in their current state... I like them having the same texture as the ceiling, but they also looked quite good with a sort of burnished, metallic sheen that made them stand out much more obviously... I'll probably stay with the subtle look and just have the geometry speak for itself. It can look quite menacing when you install PHoD Rubbish VFX for summoning rituals and get weird, harsh, red shadows on the ceiling... Naturally I forgot to get a ritual screenshot 'cause I'm already seething with impatience to attack all the new Maldrapuri stuff I'm planning... As usual, I can never just do one thing at a time.


ASCstar6.jpg



               
               

               
            

Legacy_3RavensMore

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« Reply #244 on: November 19, 2015, 01:35:20 pm »


               

Is that crystalline star grass from Outer Beyondity I see growing on the floor? 



               
               

               
            

Legacy_Tarot Redhand

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« Reply #245 on: November 19, 2015, 08:27:00 pm »


               

In answer to thy query Sirrah, 'tis a white cat with a paper bag on its head and it is only temporary (all mentioned on my profile). It is only there until December 1st. Question - will we ever see any of the Dr Who modules? Don't get me wrong, I really like the (Dum, Dum,) Doom stuff but I have been waiting so long...


 


TR



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #246 on: November 20, 2015, 04:23:19 pm »


               

For Doctor Who, see Doctor Who thread over in "Modules" some time later this week, when I've finally decided upon the answers to three important questions that have been wallowing round my mind like putrefacted hippopotami for a month or so now...


 


As to the vestigial grass in the Star Chamber, that and rain are just two of the potential problems with Placeable Buildings that can be entered... Yes, the entire Citadel of Doom is all Placeables. A LOT of Placeables. But, the advantage of it being infinitely more versatile than a Tileset and its ability to appear in mountains, jungles, plains, etc, definitely tramples on those factors pretty heavily.


 


Meanwhile, here are some not at all fascinating images of buildings that you CAN'T enter...


Avenue leading to the Temple of Sacrifice... (so more a street than a building really).


ASCx1.jpg


Entrance to the High Fortress.


ASCx2.jpg


A gate in the outer defensive walls... (not a building either and CAN be gone through).


ASCx3.jpg


The not particularly great Great Pyramid (of Doom).


ASCx4.jpg


Forecourt of the High Fortress.


ASCx5.jpg



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #247 on: November 22, 2015, 12:50:18 pm »


               

In amongst the tangled gubbage of the Murky Temple Complex (of Doom)...


ASCtc1.jpg


...which is a perfect sort of place for Spleens to lurk...


ASCtc2.jpg


...not that there are actually any Spleens present at the moment, these just being views of the Test Areas.


ASCtc3.jpg


Next post should contain link to an Enormous Box on the Vault containing a disarrayed pile of Doom Citadel bits.


ASCtc4.jpg



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #248 on: November 25, 2015, 03:53:16 am »


               

Yet more unnecessary dark, dour, grey, sinister DOOM stuff...


ASCcon1.jpg


This is the mighty Conclave Rotunda which is an epic 10x10 Tiles across, just to ensure it's damned awkward to fit it into any Area you build... As with the Star Chamber, it conceals the astounding horror of an interior...


ASCcon2.jpg


This is accessed via the whacking great opening in the wall. Being a location for the debased conclaves of a cabal of maniacal Spleens, it's usually full of rubbish and sinister mentalists and stuff. But for purposes of demonstration I left it resoundingly empty...


ASCcon3.jpg


The interior comes ready equipped with pillars so's it doesn't instantly collapse on your head and a sort of nasty evilist thing in the middle. It's all very large and imposing...


 


Unlike the Mouldy Old Market of Doom, which isn't. It's just grotty.


ASCmarketext.jpg


Since I intended the Citadel of Doom Placeables to be as versatile as possible, in so much as a reeking great evilist city can be anything other than a reeking great evilist city, I left most of the space on the shelves and counters inside the market empty so that they can be adorned with whatever "stuff" is required. I did, however, throw in a few fixed, mildewed old crates and things to give it some semblance of actual, bona fide marketism.


ASCmarketint.jpg


 


Be assured, that I'm nearly done dribbling on about this debased Spleenopolis now...



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #249 on: November 25, 2015, 03:53:30 am »


               

And now, PLUSH HYENA of DOOM finally presents - an actual link to a Vault Page of Doom!


ASCoids1.jpg


Naturally, I forgot what the so-called link was and can't read my own scribbled note of ten seconds ago, so don't blame me if nothing happens if you use this link or it erroneously leads you to the "Tapir's Nose Squeezing Fetishists" website or something ill like that...


http://neverwinterva...od-citadel-doom


Here you will find a Big Pile of Doom Buildings, etc... (or some Tapirs' noses).


ASCoids2.jpg


This concludes the PHoD Citadel of Doom rubbish and all the endless images of nasty, dark, grey, miserable buildings... Next it's time to return to the brighter and more vibrant world of India Maldrapur...


ASCoids4.jpg


               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #250 on: November 25, 2015, 03:53:48 am »


               

KaliPHoDraj1.jpg


Having got all that Doom Citadel stuff out of the way (the link is down at the bottom of the last page somewhere), I'm currently back in "India", continuing my rubbish crusade to make Maldrapur a really well-defined world of its own. This involves - wait for it - hitting trimesh blobs with big bricks a lot until they miraculously start to resemble many, many new monsters and characters from Hindu mythology and a great many Indianesque buildings and things...


Here, by way of example of what's coming in the second wave of Maldrapur Chronicles stuff, you can see the great palace of Rajatnur, capital city of Maldrapur, home of the Maharani and, latterly, of Kali herself (as she got fed up with the Death Pits of Shmashana)...


For anyone even remotely interested, you can see Rajatnur's location in that map of Maldrapur way back, halfway down page 4...


KaliPHoDraj2.jpg


The thing about Indian architecture is that it tends to be intricate. This is a bit of a problem as intricacy and low poly counts do not go together... In point of fact, a creeping, insidious serendipity made it very clear that the palace of Rajatnur was WAY too high poly for NWN by the time I was approximately halfway through building it. Despairing and foaming at the muzzle whilst banging my head off the computer, I was about ready to hit myself with a brick when Fifi calmly said "Leave off, SoapSnout - Just cut the damn thing into sections."


This blisteringly obvious solution would, of course, have occurred to me too... eventually... had superior (and vaguely sarcastic) feminine insight not got there four days ahead. It is, of course, infinitely preferable to have the palace as a set of basic blocks, towers, windows, doors, domes, etc, because then you can make all sorts of different layouts...


That's what I intended all along. Honest.


KaliPHoDraj3.jpg


It's not completely finished yet, but I'm reasonably happy with the architecture so far and it doesn't cause lag in tests with masses of Placeable jungle trees round it, lots of statuary and Kali fighting a horde of thirty Pisachas, so I think it's got the right balance between looks and practicality, more or less.


Anyway, LOTS more Indian stuff to come in the second wave, including more nice silks and cute furniture and some of the biggest and nastiest Spleen Monsters I've yet done for NWN...



               
               

               
            

Legacy_3RavensMore

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« Reply #251 on: November 25, 2015, 02:25:22 pm »


               

PHoD, on the first image, the waterfalls in the distance background, are those a skybox? 



               
               

               
            

Legacy_Ssythilac

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« Reply #252 on: November 25, 2015, 03:55:14 pm »


               

Great work, PhoD, and very inspiring as always. The city of Doom reminds me the work of Corben in Den (like cavegnome said before) and the style of the Indian architecture fits very well with the Sword and sorcery ambient. Some types of Indian buildings (Khajuraho style) are like an alien or prehuman architecture. Love it. '<img'>


 


However; have you think in rework some of the placeables of the city of Doom to make them like ruins? That make the city like an ancient ruin of some evil prehuman culture, much like of R.E. Howard work or the ruins in the swamp of the novel of Karl Edward Wagner, "Bloodstone".


 


Anyway, great, great work.



               
               

               
            

Legacy_kamal_

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« Reply #253 on: November 26, 2015, 10:20:15 pm »


               

I saw this quote elsewhere...  '<img'>


“He availed himself of the presence here of the plague to distil a liquid expressed from the spleen, the buboes and carbuncles of the plague stricken,” wrote the governor of Zara (Historical Review, doi.org/9fs).



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #254 on: November 27, 2015, 04:33:13 am »


               

3Ravens:- Yes; it's one of the new Maldrapur Skyboxes - Trying to get as seamless a blend between actual Area jungle geometry and the jungle on the Skyboxes... I've blurred the waterfalls on that one somewhat and, unless you just stand and stare fixedly at them, you don't really notice that they're not actually "falling".


Ssythilac:- Never heard of Corben and his Den before CaveGnome mentioned him and I looked it up, so I can't really comment on any similarities... One of the things mentioned by characters in Demoness Tales regarding the Citadel of Doom is that it's immeasurably ancient, apparently dead - yet seems eerily well preserved and not totally ruined (for which there are strange reasons). Which is why none of the buildings are actually in shattered disarray... but I am also working on a totally ruined city at the moment, but ruins are slow. You can build a wall in two seconds. But the wall lying around in heaps of, um, bricks, takes two hours.


As to Indian buildings, I'm expanding upon what I did for the first Kali Hak considerably and am throwing elements of Vesara, Dravida and Nagara styles of architecture into a sort of Maldrapuri hybrid form (somewhat as I did with the Jaiutmeer temple back on page 4). Trouble is the damn poly counts. I've already got two really nice temples that look amazing but bring the game to an utter standstill. Frustrating...


 


And now presenting the biggest, baddest, nastiest Spleen Monster in Hindu mythology...


Timingila1.jpg


The Timingila, a name literally translating as "whale-swallower", is an immense, horrifying Sea Creature, generally lurking in the depths but sometimes rising to the surface in order to obliterate everything in sight into a million pieces and crush everyone to pastes. As such things do.


Timingila2.jpg


The Timingila should be absolutely colossal - something like a thousand feet long from nose to tail. However, a Creature model that size is simply not practical in NWN. It just instantly jams on some squitty bit of walkmesh somewhere and sits there like a lump. Therefore I had to scale the horrendous beast down somewhat to a size where it could realistically interact with other characters in NWN but still look big enough to rampage in the fashion of a colossal gargantua. Even though Kali is ten feet tall, it still towers over her hideously...


So I just start to get somewhere on building the city of Rajatnur and next thing this honking behemoth comes along and starts knocking it to pieces...


Timingila3.jpg


Even when you're the Supreme Goddess of All Things, there are times, just infrequently, when you have to ask yourself the question "Can this really be a sensible thing to do?" Going one on one against the Timingila is one of those times, even for Kali...


Timingila4.jpg


Naturally the Module begins slowly enough, as villages along Maldrapur's north coast are found completely destroyed with no survivors to tell of what happened... then the Makara are driven from the sea, attacking various places (yes, there will be Makara too in the second pile of Maldrapur stuff) and as if this wasn't bad enough, the question arises of what is so terrible it has driven even the fearsome Makara ahead of it... And this thing is the answer.


Timingila5.jpg


Actual descriptions of the Timingila in Hindu texts are less than precise (though there are some mentions of the beast that infer vaguely Shark-like characteristics), leaving its specific appearance rather nebulous. It's massive, it lives in the ocean and it's jaws are enormous... so it's fairly open to interpretation. Mine combines elements of the jaw structure of assorted deep sea fish, notably Malacosteus and Grammatostomias, with ichthyic fins as well as paddles more akin to a Pliosaur, a few big spikes for good measure and some freakish crustacean elements, just to make it really weird and the exact, precise, identical shape of a Spleen.


Timingila6.jpg


The crustacean bits were also vaguely necessary to explain its ability to come crawling out of the ocean and demolish half of Rajatnur before Kali manages to find a cunning means of repulsing the foul-tempered thing back into the depths where, hopefully, it will stay.


I was moderately surprised during these tests of Kali vs Timigila fights that it was possible to actually get attack distances sorted out (eventually) that were more or less realistic despite the vast size of the Timingila.


The practice on that score I'm having with all my Dinosaurs was probably a help.


Timingila7.jpg


Testing Kali vs Timingila was also fun, hence getting stupidly carried away with screenshots...