Waterdeep NWN2
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I'm completely oblivious to the reasons behind cipher's departure, but I really hate seeing him gone.
The first step with the WD exteriors Rick is to choose one, and divide it into either 4 16x16 areas, or 2 16x32 areas. Then flesh those out and leave the rest till you've got a feel for the scope. That said, you're one of the few whom I'd consider to have a realistic grasp of that scope as it stands.
The size reductions are critical, but not for hosting. Instead the 16x16's are necessary for effective toolsetting. A 32x32 will make your life misery in the toolset (think baking) while a 16x16 allows for simple, easy fixes. Trust me on this, if nothing else
Finally, awesome. Awesome, awesome, awesome. You're a champ.
I've actually got a 16x16 of the Docks area with the Yawning Portal somewhere. I'll dig it up for you. Good luck. And remember to divide the areas up. It's easy enough...duplicate the area 3 times, then resize each of them for your N,S,E,W regions.
The first step with the WD exteriors Rick is to choose one, and divide it into either 4 16x16 areas, or 2 16x32 areas. Then flesh those out and leave the rest till you've got a feel for the scope. That said, you're one of the few whom I'd consider to have a realistic grasp of that scope as it stands.
The size reductions are critical, but not for hosting. Instead the 16x16's are necessary for effective toolsetting. A 32x32 will make your life misery in the toolset (think baking) while a 16x16 allows for simple, easy fixes. Trust me on this, if nothing else

Finally, awesome. Awesome, awesome, awesome. You're a champ.
I've actually got a 16x16 of the Docks area with the Yawning Portal somewhere. I'll dig it up for you. Good luck. And remember to divide the areas up. It's easy enough...duplicate the area 3 times, then resize each of them for your N,S,E,W regions.

- Roekemoes
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Back in the days when I was still DMing WD I recall making a map with all the area's the server had. I photoshopped a map of WD and made an overlay with all the area's (like 1D, 2A etc.). That might come in very useful now I suppose. I'll try and find it.
The Silver Marches DM
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- Brother Humphrey
- Kosher Kojak
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This is great news. I can't wait to see how the City of Spleandors looks in NWN2 graphics, as conceived by ALFA. It would be great to have the chance for Lem to head south and maybe even say hi to the old man. Does WD just consist of WD or a wider area, such as down to DF? I never bother reading the prospecti for new servers, I'm too lazy.
Oh, and thanks loads, Rick, for picking up the torch.
Oh, and thanks loads, Rick, for picking up the torch.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Current Status: Highly Mobile
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Current Status: Highly Mobile
The plan as invisioned by moi is as follows:
Each ward will be represented in one area, from 16X16 to 32X32 depending on the size of the ward. This will mean that the boundaries will probably not exactly align as per the map. But it will be a 'best fit' for continuity and toolset limitations.
The COTD will be considered one area. There will be a layered crypt as in WD before, each level getting progressively harder.
The Rat Hills will be 1 - 3 areas. The Rat Hills will not be as lethal is in the past where even though it was canon, it was a waste of area because no one went there except to die or on a DM mission where the DM had to kill all the nasties. The Rat Hills will be layered, ie first area difficulty level 1 - 3. Second area level 2 - 4, third level 3 - 6.
There will be sewers with Plumber's Guild quests (level 1 - 5)
There will be less Inn's and Taverns than before. I plan on a central hub (Adventurer's Quarters) and if we have too many Inn's and taverns, the player base will be split up as it is in TSM currently. However, The Dripping Dagger will be there. And anyone who wants to build it, please PM me
There will be lots of shops and an emphasis on the market for exotic stuff. Shops will have magic items because WD is a rich city with lots of magic. They will follow the standards pricing. +2 items will not be on display in a shop, but will be in stock and con be ordered easily the same day when a DM is on.
City watches will be placed in every ward, reusing the constbulatories from TSM that I built and redecorating them. They can be player run.
Waterdeep city guards barracks will be built, and players can join the guard (though the watch is probably going to be more fun).
Lots of temples. Re-use of several temples, religious items, and priests scripts from TSM.
The outer city limits will extend to the north a little ways into the forests along the Sword Coast where there will be fun for druids, rangers, and hunters. It will end with a portal to whereever (TSM). There will also be a NE road, but it will not go to Bargewright and end with a portal (TSM).
The mod will extend south and include Ardeep Woods and a massive dungeon at the House of Stone, this time it will be scaled so that level 1 - 5 can explore the upper areas and higher levels below. The road will end at a Portal (WH).
There will be lots of residences and locked doors, some of which can be picked for thieves to rob.
There will be gangs of thives at war with each other in the Dock replacing the Shadow Thieves who have left. Each gang will have a hide out in a particular area of the docks and of course the Watch isd the enemy of all. Player run gangs can be created with a hideout or guild.
I have the most current TSM mod on the ftp, and I will strip it of TSM areas and replace it with WD areas. I will use the same starting area and merchant (though I will redecorate to show a WD flavor). I will reuse areas and redecorate.
Of couse, the mod won't have all of this at live, but over an extended period, this will all be included. I will try and make it as it was in NWN1.
Each ward will be represented in one area, from 16X16 to 32X32 depending on the size of the ward. This will mean that the boundaries will probably not exactly align as per the map. But it will be a 'best fit' for continuity and toolset limitations.
The COTD will be considered one area. There will be a layered crypt as in WD before, each level getting progressively harder.
The Rat Hills will be 1 - 3 areas. The Rat Hills will not be as lethal is in the past where even though it was canon, it was a waste of area because no one went there except to die or on a DM mission where the DM had to kill all the nasties. The Rat Hills will be layered, ie first area difficulty level 1 - 3. Second area level 2 - 4, third level 3 - 6.
There will be sewers with Plumber's Guild quests (level 1 - 5)
There will be less Inn's and Taverns than before. I plan on a central hub (Adventurer's Quarters) and if we have too many Inn's and taverns, the player base will be split up as it is in TSM currently. However, The Dripping Dagger will be there. And anyone who wants to build it, please PM me

There will be lots of shops and an emphasis on the market for exotic stuff. Shops will have magic items because WD is a rich city with lots of magic. They will follow the standards pricing. +2 items will not be on display in a shop, but will be in stock and con be ordered easily the same day when a DM is on.
City watches will be placed in every ward, reusing the constbulatories from TSM that I built and redecorating them. They can be player run.
Waterdeep city guards barracks will be built, and players can join the guard (though the watch is probably going to be more fun).
Lots of temples. Re-use of several temples, religious items, and priests scripts from TSM.
The outer city limits will extend to the north a little ways into the forests along the Sword Coast where there will be fun for druids, rangers, and hunters. It will end with a portal to whereever (TSM). There will also be a NE road, but it will not go to Bargewright and end with a portal (TSM).
The mod will extend south and include Ardeep Woods and a massive dungeon at the House of Stone, this time it will be scaled so that level 1 - 5 can explore the upper areas and higher levels below. The road will end at a Portal (WH).
There will be lots of residences and locked doors, some of which can be picked for thieves to rob.
There will be gangs of thives at war with each other in the Dock replacing the Shadow Thieves who have left. Each gang will have a hide out in a particular area of the docks and of course the Watch isd the enemy of all. Player run gangs can be created with a hideout or guild.
I have the most current TSM mod on the ftp, and I will strip it of TSM areas and replace it with WD areas. I will use the same starting area and merchant (though I will redecorate to show a WD flavor). I will reuse areas and redecorate.
Of couse, the mod won't have all of this at live, but over an extended period, this will all be included. I will try and make it as it was in NWN1.
Yay yay yay! Waterdeep is the best! Rick is the awesome!
Now, everyone be extra nice to Rick so he can finish WD for me. kkthx.
*gives rick a case of mountain dew*
Now, everyone be extra nice to Rick so he can finish WD for me. kkthx.
*gives rick a case of mountain dew*
Currently laying the smackdown on Faerun as: Keryn Tel'Jora, who is XXX-TREME!!!.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.