Note: set of 4 at the bottom are optional but must come together if present and repeat often. This means they will be of a tougher variety than the other enemy’s in these sections of the map.NPC_ records describe Non Player Characters. In this case, it is for the enemies to pop open the lids of their coffins and attack the player. The blue boxes are triggers that when the player steps into them they will activate the thing they are linked with. In the second section of this part of the level, I have used ambushes to create a new feel to this section of the map. They will bounce back and forth from each idle marker until the player is detected. I have linked each enemy to a marker, for example, a idle marker or a seating position at a table. The first encounter contains patrolling warlocks and a frostbite spider that follows one of the warlocks around. These are enemy encounters that are on set patrol markers. They all have given simple patrol routes to follow and will follow these until the player is detected. The first contains warlocks and a frostbite spider. I have added 11 enemy’s of different difficulty levels to these two sections of the map. I have also been creating a new level in the style of the Dwemer and a boss room to go with my initial map layout that is accessed by a door at the end of the layout.Ī door to the boss room: It also has a teleport marker for when the player interacts with the door connected to this one.Įnemy encounters: I have added enemy encounters. Since my last update, I have added enemy paths and ambushes to my level. The plan is to create something that may not have been done. The player can then find that a new faction a set of Dwarven enthusiasts have taken hold of the factory and plan to use it to there means not currently developed. I have planned to create a quest line that fits this dungeon that focuses on the rumour of an automaton factory being made active and the player being invited to investigate.
I have been making a Dwemer dungeon that has few rooms and a few halls.
I have begun to build a new level to expand the amount of content I have done in the creation kit. In fig.5 is a screenshot of the entrance in-game, I used a mountain near the town of “Riverwood” and added the entrance into the side of the mountain. I used a generic name just for test purposes and it will be changed once enemy encounters are imputed. I set the map maker icon to “Nordic Ruin”. In fig.4 is a view of the map maker I have placed and what it does in-game. In front of the wall is an orange marker, this marker shows the position of the player when they leave through the door in the tomb. The map marker allowed me to show where the entrance is, add a name on the map(fig.4) and where the player spawns if fast travelled too. I have used a map marker to mark the position of the tomb. I have added urns, “dummy” items and shelves. In this image, I have added an altar and other “Clutter” to add to the empty room. In fig.2 shows where the player will start and the corridor connecting the first room with the other flat room in the image above. It allowed me to create a difference in levels and not just have a flat space. I have used the “pit” assets to make the area to the right of the image.
This is an isometric view of the last two areas (fig.1). I have added lighting but it is not finalised yet. I have been using the Creation Kit to produce my own map, I have used the vanilla Skyrim assets to make a “tomb”.