Let's Talk About Hickory Branch

Discussion in 'General Modification' started by Gaear, Mar 25, 2008.

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  1. GuardianAngel82

    GuardianAngel82 Senior Member

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    If you look at the second map down on post 110, it says "DANGER" about where the Moathouse is. North of that it says "BEWARE EVIL" and then "EVIL LIVES HERE" out to the northeast, all along an "Unused Trace Road" also labeled the "High Road" over in the Gnarley. This road does not appear on our map. What were these things in the original ToEE Module?

    My new list of suggested names:

    Beware Evil Mod
    Evil Lives Here Mod
    Unused Trace Road Mod
    High Road Mod
    Live Evil Mod
    Live Evildom Mod (couldn't resist)
    OMG Now Sally's Gone Mod (another play on words)
    The Road Less Taken
    Live Long Evil Gnol
    Somebody Slap Him!
     
    Last edited: Jul 20, 2008
  2. wizgeorge

    wizgeorge Prophet of Wizardy

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    Beware evil is the Temple, evil lives here is just a spot in the forest and Nulb is out of place. It should be just to the north of the temple. My poorly educated guess's.
     
  3. thearioch

    thearioch Need More Cowbell

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    Ted said
    My bad. Spike is using T1-4 (published in 1985); I am using T1 (published 1979/1981). For some reason, I thought T1-4 was 2e, but that wasn't released until 1989. Probably b/c T1 said T2 would be released soon, which ended up being 4-6 years. In any case, for some reason I can find all my older 1E stuff, but not T1-4.

    In case I wasn't clear, I originally had no access to the b&w maps, so I made the best guess I could with vague text and maps not showing the Greyhawk hexes. While I think I made a pretty good estimate, I do prefer using the actual maps (and never said I didn't, which is why I took Spike's "advice" as insulting). Note that the bottom 2/3 b&w map does *not* show the hex immediately se of the hex containing Hommlet. The larger scale Greyhawk maps (to my eye) make it look like the Welkwood is se.

    The Nulb location is irrelevant to this discussion, I was just pointing out that the official materials disagree on it's placement (6 miles v. 30 miles), as well as Hommlet's distance from Verbobonc (30 leagues v. 30 miles). I'm pretty sure some part of the Welkwood is se of Hommlet within those margins of error. :)

    I'm not saying Hommlet *isn't* near the Gnarley Forest, I'm just saying it appears to be near the Welkwood *also*.

    --thearioch
     
    Last edited: Jul 21, 2008
  4. GuardianAngel82

    GuardianAngel82 Senior Member

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    Is that what is said in a module? Both are too far south to be in the same location as the Temple on our map. Evil Lives Here is about as far north as the Deklo Grove, making Beware Evil a bit further south than that. On the ToEE map in the game, BE would be in the hills north of the moathouse and ELH would be about halfway between the moathouse and the Temple. Is the Temple in the wrong place on our map?

    I ask this because these locations are close to Homlett and seem good for mod ideas. I'm guessing that they are not identified in the modules. I do not own any copies of any of them. I think I have a Greyhawk book somewhere, but I'm not even sure of that.
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well I certainly agree that the large scale maps are ambiguous, as I said earlier.

    On an unrelated note, I thought of something we could do to put HB and Verbocono on the map - add them to existing .tgas. We still couldn't click on them, but since Verbobonc would just be a name pointing up the road, that one for sure would work.

    Which .tgas? How should I know? :shrug: What's the last one we find - temple back door well exit?
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Neat idea, Ted. :)

    :icon_chuc Funny how the more subtle references tend to stand out. Not only do I personally think of Verbobonc as 'Verbocono,' but also Hickory Branch as 'Hickory Stick.'
     
  7. Gaear

    Gaear Bastard Maestro Administrator

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    Hickory, dickery, dock ...

    Time for a high-res update from everyone's favorite devastated community area! Section 11 of 16 to be exact.

    [​IMG]

    I'm largely done with the graphics side of this and onto the agonizingly tedious business of sectoring. After that I've only to reposition a few mobs that will no doubt be stuck in new walls, etc., and then do the crypt. Then the new HB should be ready for action. :) I must say that there's something about running around on the map in-game that gives a distinct impression of great expansiveness. It's pretty cool.

    While I'm still at this, would anybody care to come up with a plot hook? Even something as simple as an actual dialogue for the 'megalomaniac half-orc commander' would be an improvement.

    Orc Guy: "Don't you dare go in that crypt when you're done killing me!"
    PC: Why not?
    Orc Guy: "Well, just because. Besides, the skeleton keys don't work anymore, so there!"
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    "You fool! Even if you defeat me, you'll never defeat the Boss!" (I had 'Master' which sounds better but that's already what the gnolls call Lareth).

    That map is great Gaear, takes it to a whole other level :clap:
     
  9. Half Knight

    Half Knight Gibbering Mouther

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    You mean like a post on the road? (but drawed on the map)
    Thast would work...maybe hommlet it's a small village, but Verboknock surely should have a post along the road...players would see it, so when they got the option, they would know they're going "out of the map"

    For Hickory stick we could do the something similar, simply painting ruins in the map. And perhaps we could have a characteristic feature (like a monolith or a statue for example) so players would see it -small- in the map, and then when they're actually there, they see that feature and say "aaah, so this is it!"

    @Gaear

    that map looks awesome! An improvement indeed :yes:
    Now, going nitpicky, watch out the volume of certain things, like a rocky floor, that may have shadows in the wrong side.
    Now, following what i've said before, it could be possible to have some feature charcteristic from HB? Dunno, maybe a sector filled with statues? A small ziggurat? A ruined, crumbling tower? A bleeding tree?
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    There is a crumbling tower in the new HB, but I don't know that it functions as a symbolic centerpiece or anything like that. None of the existing little sketches on the worldmap seem particularly detailed - we could probably just scratch a little whatever on there and it would suffice.

    What about having that stuff appear only after you know the location, btw? We wouldn't want it to be there at the start of the game, for example. I guess we'd have to figure out how all that stuff works first.

    Re: shadows, unfortunately there's not a lot I can do about them. Troika's maps seemed to have light sources coming from different directions on different maps, and we're pretty much stuck with that. (If that's indeed what you're talking about.) I can add shadow to try to diffuse that, but I can't eliminate the existing stuff very well. I'm hoping that only the more artistically aware will take notice anyway.
     
  11. Half Knight

    Half Knight Gibbering Mouther

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    Well, thinking on it, there is no other ruin in the game, right?
    A small icon looking like ruins would suffice, i think

    I thought that you couldn't add a map icon i you didn't had spot to check...it would be of course the best solution, and it's already done in KotB, i dunno why can't be done in ToEE.

    Still, i don't think that it could be a problem if they're at the beginning of the game.
    You'll see a "<----- Verbotonk" road post, and you'll simply know where you're going, not exactly the place you're are.

    Oh, i didn't see any problem -looks again the pic, and spots one- except the columns, which cast a shadow thru the south, and yet they have shadow in the north. You can cheat that, by placing a small, close campfire on the east (where it's the light) or invert the columns horizontally, to have the shadows on the left. ;)

    But that map looks really awesome, much more better than what i could do from scratch. Now i feel inspired, i'll check some maps that i thougth they were cool, and see what i could do (the small bone-filled cave under the moathouse it's a wonder, and practically unused for example) :)

    Which program are you using btw?
    If you're using photoshop, i could give you some tips, tho VPs tutorials are absolutely cool (i've learned a bunch from them), sometimes it uses tools too complicated and technical for normal humans, and you can have the same -or similar- effect using a way more simplier option (replacing colors, and adding shadows-lightings for example) :)
     
    Last edited: Jul 29, 2008
  12. Gaear

    Gaear Bastard Maestro Administrator

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    Happily I've traded up to the 'elements' version of Photoshop (couldn't afford the eighteen thousand dollar full version) from Microsoft PictureIt! Plus 2002. Elements seems to offer a shitload of capabilities itself though, probably more than I could ever think to use, so I guess I'm in pretty good shape there now. :)

    As for tips and tutorials, thanks for the offer but I'm strange in that I have difficulty learning that way. Instead I have to dive in myself and have a look around and try to figure things out from my own perspective. My problem is usually the fundamental operational principal. For example, the makers of Photoshop (and most other software I've ever used) apparently think that searching their help files for, let's say, 'brush filter' should result in a link to a topic that says "yes, we have a brush filter," but doesn't tell you how to find it or how to use it. That's just the tip of the iceberg for me, so rather than head down that road to madness I usually forego manuals et al and just jump right in. :shrug: (I think this is fundamentally a difference between the intuitive or practical approach and the purely rational approach, btw. What I find eternally bemusing is that the purely rational thinking subset apparently doesn't realize that most people aren't purely rational thinkers. I'm certain that's no coincidence. ;))

    Anyway, sorry to digress ... I'll see about flipping those columns and that sort of thing, but ultimately I don't want to spend the rest of my life working on this. At some point you have to call it 'done,' and if only 5% of players might question the shadows, well I'd be happy with that. :) Incidentally, assuming that up is north again, the light is actually coming from the NW as I've applied it across the board, but there is shadow on the west side of the columns instead of the SE. I had to decide early on where the light would be coming from in terms of the shadowing that I would apply, and NW seemed as good a direction as any (as though it were always evening). If you made it high noon all the time there wouldn't be much shadow anywhere, which looks funny and lessens the ambient immersive effect. (That was one cool-looking aspect of the unpublished Troika post-apocolyptic RPG gameplay video btw - the sun moved across the sky.)

    Not sure if we're all on the same page here ... there are map locations on the worldmap for HB and Verbo (technically off the map but actually right on the edge, I believe); the problem is there's are no little map graphics at those spots.

    Well, there's the 'Ruins' of the Moathouse, the 'Broken' Tower, the 'Burnt' Farmhouse, the semi-ruined temple itself ... maybe we'd better try something else. ;)
     
  13. Half Knight

    Half Knight Gibbering Mouther

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    Sorry if i sound dense... :blush:
    That's ok, i do the same :grin:
    But it helps a lot when somebody says "go to x, click y, there you'll find the tool".
    In any case, it seems you're doing it way too good - besides i don't know that program-. :)

    I was just being nitpicky; the map of the ruined shacks it's flawless, can't wait to see what you're going to do in the end ;)

    Exactly that, you got it.
    The small map graphics (what i've called icons) shouldn't be no problem, about to put them in the map...again, it's been done in KotB, why can't be done here? Maybe one of the related .mes files gives a clue?

    Pfah, those doesn't look like ruins
    *opens ToEE and looks again, just in case*
    ...nope, not at all. I mean, true ruins.
    But, if you have an idea, then better :) (btw, i think that KotB map icons are way better than those of ToEE, but they have a different style)
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    We can't add new buttons. Allyx has made that clear because he tried, and I believe he tried with Spellslinger's efforts - even after he added new places he still couldn't add new buttons. The KotB ones are merely the current ones changed (12?), no adding the mysterious number 13.
    My idea was we take an existing button, such as the burnt farmhouse, and massively expand the .tga so it includes Hickory Branch as well. It won't appear at the exact moment you find Hickory Branch, and you won't b able to click on it - you would still have to select HB at the side - but it would be on the map.
     
  15. Half Knight

    Half Knight Gibbering Mouther

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    I thougth so :(
    It will not work properly...it will count as a huge button for the burnt house, and surely, someone will click it and will get to the burnt house instead of HB.
    Besides, the graphics (inteface and skins at least) are defined by the corresponding .mes file, not the tga.
    This means, if you make a huge tga with the two locations, and take the rest of the tga to make it invisible, the game will take that as a "skin" and simply resize it to the small map icon (you'll probably get two barely spotten pixels), you'll need to find the .mes file, and change the size in pixels measures (that's how portraits can be "embiggened")

    Mi ideas:

    1)-The temple ruined house it's a useless map, since it doesn't have anything, and it's not even safe to rest. If it doesn't have a world map button it won't matter neither, since you'll be a ble to acces thru the temple if you still want to go there...could it be posible to use it for HB?
    Also, if you're desperate to have those map icons, you could do the same with the temple broken tower, since it can be accesed too from the temple (and it's not that long to walk from there) for Verbonic.
    The burnt farmhouse should stay, or it would become just an exit map.

    2)-Since Hommlet has the teleporting posts, then you could leave the center button (straigth to the post), and use the other two for Veroboconi and HB

    3)-Use the buttons to te less visited maps, or those closer to cities; for example the Deklo grove, which you will visit once or twice as much. A door icon on the north of Hommlet could lead there (and even a small map as transition, to show that there's some distance). The Imeryds run, not visited too much, and also it's quite close to Nulb, so another straight passage would suffice (again, maybe a transition map). Both transition maps could be taken from random encounters, so you'll be saving some time.

    4)-As i've said before, just painted on the world map, and players would need to go there by clicking the location on the list, as usual.
     
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