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Old 10-11-2019, 06:30 PM
Chortles Snort|eS Chortles Snort|eS is offline
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Originally Posted by Mblake81 [You must be logged in to view images. Log in or Register.]
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anyone remember the guy that did these
I’d like to see the rest of them again pls
he did a bunch iirc
  #2  
Old 10-12-2019, 05:53 PM
Jibartik Jibartik is offline
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Originally Posted by Chortles Snort|eS [You must be logged in to view images. Log in or Register.]
anyone remember the guy that did these
I’d like to see the rest of them again pls
he did a bunch iirc
Loramin probubly made this page lol https://wiki.project999.com/Fan_Art_and_Creative_Works [You must be logged in to view images. Log in or Register.] I bet he's on there.

yeah here he is, todfx https://www.toddkumpf.com/index.php?id=slate

Edit: wellllll... not everyone can pitch a NO NO hahahah

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His blog is awesome though, so many cool starwars renders if you're into that sort of thing which I am: https://toddkumpf.tumblr.com/page/2
Last edited by Jibartik; 10-12-2019 at 05:59 PM..
  #3  
Old 10-12-2019, 06:17 PM
Baler Baler is offline
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Quote:
Originally Posted by Chortles Snort|eS [You must be logged in to view images. Log in or Register.]
anyone remember the guy that did these
I’d like to see the rest of them again pls
he did a bunch iirc
https://wiki.project1999.com/Fan_Art...fx_3d_worldmap
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  #4  
Old 10-15-2019, 02:14 PM
Donkey Hotay Donkey Hotay is offline
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Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
Yea! No need for new continents when we have great spots for new zones: ORC HIGHWAY the very treacherous path that kills many mortal men, but is the fastest rout to the karanas....
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I am taken with this concept. I envision a box canyon that begins at the northeast corner of South Karana so that the river can flow into it. As you swim into the canyon, the river quickly tapers and a sandy beach lines alternating sides. Encampments of Dervishes block your progress, forcing you to choose between the crocodiles in the now-shallow river or clearing the camps to proceed. Eventually you reach the head of the canyon, where the river, now reduced to a stream, flows into a shallow cavern that it has worn under a capstone--the very same stone you see as the wadi of Orc Highway. To the side, a narrow path has been worn into the stone to allow access to the Oasis, which is fed by the underground river. Spelunkers beware! The cavern is a dungeon housing a sept of Dervishes, led by a desert madman . . .

I see this canyon as an alternate progression route from the orcs and caimans of the Oasis to the aviaks and centaurs of South Karana. I would therefore spawn the Dervish camps as 18-20 and the crocodiles as perhaps 22, to encourage a slower clearing progression through the canyon. High levels may of course Levitate down the river to keep from training any intrepid adventuring parties. At least one of each Dervish camp should be a rooting Wizard, who account for the desert madmen of the wastes to the east.

I agree with Gatmanno that the classic feel must be kept, so I would reuse textures wherever possible. The Ros and Oasis wall textures should suit the walls of the box canyon well enough. I chose Dervishes for the same reason. The dungeon I haven't fleshed out as well yet. I enjoy Maraudon and Wailing Caverns quite a lot so I would probably aim for Guk's seeping wall textures with moss although I'm not sure how I would make the walls imitate smoothed waterbores rather than Guk's crude shafts. I could see the main stream body wending through and under the dungeon's overlap of tunnels bored by high water, where the Dervishes and their blue-eyed master lurk.
  #5  
Old 10-15-2019, 02:20 PM
uygi uygi is offline
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I love your river-cavern system connecting Karanas with Orc Highway idea. Sounds great! But I think engineering that with only existing zone files and geometry would make it near-impossible. I guess the short answer is we know little about the mechanisms and abilities the devs might (not) be able to use to make this stuff.
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  #6  
Old 10-15-2019, 02:37 PM
Jibartik Jibartik is offline
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Quote:
Originally Posted by Donkey Hotay [You must be logged in to view images. Log in or Register.]
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I am taken with this concept. I envision a box canyon that begins at the northeast corner of South Karana so that the river can flow into it. As you swim into the canyon, the river quickly tapers and a sandy beach lines alternating sides. Encampments of Dervishes block your progress, forcing you to choose between the crocodiles in the now-shallow river or clearing the camps to proceed. Eventually you reach the head of the canyon, where the river, now reduced to a stream, flows into a shallow cavern that it has worn under a capstone--the very same stone you see as the wadi of Orc Highway. To the side, a narrow path has been worn into the stone to allow access to the Oasis, which is fed by the underground river. Spelunkers beware! The cavern is a dungeon housing a sept of Dervishes, led by a desert madman . . .

I see this canyon as an alternate progression route from the orcs and caimans of the Oasis to the aviaks and centaurs of South Karana. I would therefore spawn the Dervish camps as 18-20 and the crocodiles as perhaps 22, to encourage a slower clearing progression through the canyon. High levels may of course Levitate down the river to keep from training any intrepid adventuring parties. At least one of each Dervish camp should be a rooting Wizard, who account for the desert madmen of the wastes to the east.

I agree with Gatmanno that the classic feel must be kept, so I would reuse textures wherever possible. The Ros and Oasis wall textures should suit the walls of the box canyon well enough. I chose Dervishes for the same reason. The dungeon I haven't fleshed out as well yet. I enjoy Maraudon and Wailing Caverns quite a lot so I would probably aim for Guk's seeping wall textures with moss although I'm not sure how I would make the walls imitate smoothed waterbores rather than Guk's crude shafts. I could see the main stream body wending through and under the dungeon's overlap of tunnels bored by high water, where the Dervishes and their blue-eyed master lurk.
DID WE JUST BECOME BEST FRIENDS?

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  #7  
Old 10-15-2019, 05:03 PM
Donkey Hotay Donkey Hotay is offline
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Quote:
Originally Posted by uygi [You must be logged in to view images. Log in or Register.]
But I think engineering that with only existing zone files and geometry would make it near-impossible. I guess the short answer is we know little about the mechanisms and abilities the devs might (not) be able to use to make this stuff.
Thank you. I poked around this afternoon to see how EQEmu does it and did some scouting around SK and the Ro deserts; the zone itself seems feasible but I wouldn't know how zone interconnects work. Graphically, the existing zones wouldn't need modification other than zone lines. In any event, I imagine the agreement with Daybreak Games is the controlling authority on the subject.

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Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
DID WE JUST BECOME BEST FRIENDS?
http://i.imgur.com/r8XNZ.gif

http://www.youtube.com/watch?v=J58HHHWjkjY

Came across this mockup of early Splitpaw, in case you haven't seen it. In Part 2, Zixx strolls down and wipes him, which is getting off lightly for anyone who thinks boxing is interesting.
  #8  
Old 10-15-2019, 05:12 PM
loramin loramin is offline
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Quote:
Originally Posted by Donkey Hotay [You must be logged in to view images. Log in or Register.]
In any event, I imagine the agreement with Daybreak Games is the controlling authority on the subject.
While no one (except R&N and Daybreak) knows the details of that agreement, the staff has talked about custom content on Blue both before and after said agreement.

That at least strongly implies that it won't in any way interfere.
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  #9  
Old 10-10-2019, 04:52 PM
Whirled Whirled is offline
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Add quest where u need Alcohol Tolerance & Begging maxed to even start the NPC text. Maybe use that beggar dude that should be outside BbM dock
  #10  
Old 10-10-2019, 05:01 PM
rezzie rezzie is offline
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We should introduce custom raid mechanics. Some thoughts that come to mind:
  • Root the dragons in place to prevent guilds from making use of zone geometry.
  • Link dragon aggro to their guards to prevent guilds from splitting out guards solo.
  • Make dragons summon at 100% HP to force CRs if you attempt to kill the guards separately from the dragon.
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