Sexy New Eveningstar



  • So what do you all think of the sexy new Eveningstar + West roads that Gmork made?

    I just finished getting my first look.



  • None walkable rivers makes bridges usefull. Should be done in all areas IMHO. Love the chairs outside the inn, looks like a real cafe or something. Also walking the road by night feels more…threatening but that may be because the area was new to me. In general I like it way more than the previous areas.

    Oh also the gate now looks more like a real life gate on the walls.



  • The City Gate is fantastic. It comes across as the gates to a great city! Modify and repeat for all the gates!

    Eveningstar as a lovely medaeval town feel to it. The inn/cafe is great, perhaps needing someone sat at the chairs outside.

    Stone Bridges over the rivers gives the feel of a great road West, not just some track between villages.

    All in all, a big thumbs up.



  • I just like old stuff more.



  • on the road where the spawns are there could be a few less trees, as i find it hard to navigate the screen when there are baddies and a lot of large trees obscuring my vision

    not sure if it is something worth mentioning or a one time thing, on the way there the one spwn i ran into was on a transition point, but it could have been lead there (though in the old maps, there were lots of spawns camping at the one transition spot)

    the town is very pleasing to look at now

    i hope we still have streams we can walk through…i like sitting in them with my main



  • Awesome, real authentic feel to it! Eveningstar looks like something out of Lord of the Rings now, it's perfect.

    Couple of suggestions:-

    -Redo the interior of the House of the morning, to match the stone walls outside.

    -The path from the bridge that leads to the star water gorge should probably be a dust path and not a cobbled one, since it's unlikely to be a trade route, just a path worn from travel. That'll help match the dust path in the star water gorge.

    The West gate and High road areas are breathtaking. Reyn thanks you, it's definitely an excellent replacement for sex.



  • I for one believe that coupled with mad DM skills and the awesomeness that was done IG by a certain awesome faction, that EveningStar is a far better and greatly more appreciated place. >_>


  • DMs

    @Relonor:

    -The path from the bridge that leads to the star water gorge should probably be a dust path and not a cobbled one, since it's unlikely to be a trade route, just a path worn from travel. That'll help match the dust path in the star water gorge.

    It is a major trade route actually, any traffic avoiding Suzail goes north around the King's Forest and through Eveningstar on its way to Arabel.



  • Wow, it's really cool!



  • MOAR of this please. kthnxbai



  • very cool, more more we want more



  • Looks awesome, especially with the awesome NWNCQ override.

    I do have one thing that's bugging me about it though, there seems to be something I really like missing from the west gate area. Not sure though as I got pwned by a dire wolf while trying to look for it!



  • It is Awesome i would change one thing when is just a passage of water that would be allowed to walk thru the water if wished and in the case of a attack using the map things dont get to all be solved in the bridge and a fishing spot in the first bridge. But its looking awesome.



  • Do the rest plz



  • Streams: I can ad some cut away areas for people to walk into the water, but I can make it so you can cross at any point. This is more of a feature then a bug. If people want to be able to sit in the water, the cut away areas will let that be possible.

    Trees: For some reason, when they made the TNO tiles, they decided against making them cut away. I think it was to add a bit of 'fog of war' feel.. sometimes you don't see things perfectly on a battlefield. You can become used to this very quickly though with just a little practice on camera angles and moving the view around. However, if it becomes a real problem I can cull the trees with ease.

    Spawns on Tradition: I made sure no spawn points were close to the transitions. If there were spawns on it, then they were diffidently dragged there.

    Missing Bits and Hidden Areas: The will return, perhaps a little different then before, and new ones will turn up. However, I wanted to gauge the reaction first before putting in even more work.

    Other areas: Again, wanted to see who people liked this before doing any other areas.

    There are a few fixes to come, some minor bugs found. But I would like to say thank you to those that actually took time to look around before judging and offered constructive feed back.



  • You have done a really wonderful job on all of it. And I am working on
    an old PC and no lag so I was happy about that. 😃

    So more like this would be nice.



  • My god. That's fantastic.

    tips imaginary hat



  • I'll reserve my answer until I've seen what it does to lag. I do remember that the first try made by Seth on East Way was nixed due to excessive lagging.



  • The visuals are great all around, but I'd second the comments already made on the impassable rivers. Characters who disdain manmade things demand more fords and swimming spots!
    Also, the ways that more or less existed around or on the outskirts of civilized places have disappeared, like the river path that led west through the trees from the north transition of high road east and allowed to pass without being in sight of the guards at the gate, or the possibility to skim the edge of the eveningstar map around the village itself.

    Special mention for the path from high road middle into helmlands, complete with creepy sound effect.



  • @karandil:

    The visuals are great all around, but I'd second the comments already made on the impassable rivers. Characters who disdain manmade things demand more fords and swimming spots!
    Also, the ways that more or less existed around or on the outskirts of civilized places have disappeared, like the river path that led west through the trees from the north transition of high road east and allowed to pass without being in sight of the guards at the gate, or the possibility to skim the edge of the eveningstar map around the village itself.

    Special mention for the path from high road middle into helmlands, complete with creepy sound effect.

    These are all great all good points. Thanks for the input, I have a few ideas to put in now