Technical Technique: Rivers on an Incline

For today’s update I thought I’d write a little tutorial on creating sloped water surfaces in the Electron toolset. The basic tools provided allow for one flat elevation of water per megatile (4×4 tile). You can have different elevations of water, but can only change elevation at tile boundaries, and you couldn’t have water on an incline. Neverwinter Nights 2 can handle inclined water, however. It just doesn’t come with the tools to do it by default.

Basically, NWN2 stores the water plane in exactly the same format as it stores terrain. The toolset cannot edit the water surface to the same degree, so what we’re going to do is shape the terrain to match what we’d like the water surface to look like, and copy those values over. Afterwards, we’ll change the shape of the terrain so that it doesn’t perfectly coincide with our water.

For this tutorial I will be using Tanita’s Watermill, a wonderful little plugin for the NWN2 toolset. The included read-me does a nice job of explaining how to set up the plugin, and even gives a nice explanation of how water and terrain work in the Electron engine. Much of what I’m going to cover here is also covered there, but I prefer to demonstrate with a practical example, and not just screw around in the toolset for a bit.

We start with our exterior area. I’ve gone ahead and filled it with a snowy texture for the hell of it, but you can use whatever you want at this point. The Watermill plugin uses textures to denote the areas of terrain we want to match our water to, so there’s no point texturing anything quite yet, as we’ll just have to redo it later.River1Here, I’ve gone ahead and given basic shape to the area. My plan is to have a steep, rapidly flowing creek join a winding stream which follows a cliff side. Using a texture at 100% pressure with the outer portion of the brush set to 0, I’ve painted the path of both the stream and the creek. I chose one of the blight textures as they stand out, and I’m not planning on actually using them for the area.River2If you look carefully, you’ll note that each major curve in the stream takes places along one of the thick black lines, the borders to the megatiles. I’ve done this because while the game will support multiple elevations within one megatile, it doesn’t support different ripple patterns, which we’ll use to determine the direction the water appears to flow.

Using the Select Terrain mode, I’ve replaced our original blight texture with a different texture in each megatile, such that each texture outlines water that will be flowing in a specific direction. You’ll note that these areas don’t have to be contiguous, as shown with the two separate parallel patches of the sea foam green texture..River3

Next, I’ve fired up the WaterMill plugin and selected one of our blight textures. Pressing the right facing arrow creates a watermap perfectly contiguous with our texture. I’ve set the ripple flow rate and direction below such that this portion of the stream flows directly east. River4After saving our watermap and exiting, you can see that water has appeared over our blight texture. At this point in time, the water surface and the terrain surface lie perfectly on top of each other, which can create some nasty clipping issues. Later on we’ll lower the terrain to create a riverbed in the center, and raise it to create shores at the edge. River5I went back to the plugin and set separate flow rates and directions for the remaining textures. Just as textures are stretched and skewed over steep terrain, the water’s ripple effects appear to be accelerated down steep slopes. Nevertheless, I’ve given the creek a slightly faster flow rate than the stream.

It’s important to note that once you’ve converted a texture into a watermap, that watermap is saved regardless of what you do to the terrain or texture back in the toolset. This allows us to use textures to delineate our water, then scrap them and make the map look pretty and setting appropriate afterwards. River6The completed stream complex is nearly done, save for the rather hideous shades of green marking the riverbed. River7I’ve gone ahead and tiled the whole map with our snow texture again to remove the ugly green. Our watermaps are still saved in case we accidentally mess up, and we can always restore the water to this exact state by reopening the plugin and exporting the watermaps again.

Generally it’s a good idea to paint wider paths for your rivers than you want to end up with. You’ll end up narrowing the stream when you raise the terrain at the edges to create a riverbank. River8With the water set, it’s time to turn the rest of the area into a picturesque winter scene. I’ve retextured most of the map, added placeables and some snow effects, and generally tidied things up. If you look to the top left, you’ll see that I’ve made the area slightly longer. Since it would have been nearly impossible to realign the terrain with the existing portion of the stream and seamlessly continue the water surface, I went ahead and made it a small waterfall to hide the break.River9I hope this tutorial was helpful and will encourage others to play around with pushing the toolset to its limits. Adding inclined water to your areas is a good way to set yourself apart from a lot of builders who simply don’t bother to go the extra mile, and it really gives you a lot more freedom when it comes to designing bodies of water. I hope you give it a shot, and I wish you good luck out there!

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Scenic Tour: Mountain Home

This area remains a favorite of mine, but I’ve held off on writing about it because it’s hard to capture all of its essence in a few screenshots. Basically, it is a mine complex that has been prettied up and turned into a Lady’s feast hall and living space. Unfortunately this area doesn’t have a home yet, as the server it was designed for no longer had need of it as its story advanced. The whole place burned down.

This is the centerpiece of the area: The feast hall. Two long communal tables run the length of the hall, with a table on a raised platform at the end for the nobility. At the other end of the hall, a freestanding fireplace burns amid seating areas. These two shots capture the juxtaposition of mineshaft and rustic architecture, which was a really fun combination to play with.Feast Hall 1Feast Hall 2An armory sits at the end of a winding mine shaft. Shields, armors, weapons, and equipment line the walls. Practice dummies and an alarm gong sit in one corner, while a few cells for prisoners of value occupy the other.ArmoryA barracks for the house guard is crammed into another shaft. Beds, chests, tables and cabinets are set against the bare stone walls.BarracksThe bath chamber is home to two massive baths, separated from each other by low walls. Candles offer the chamber a relaxing atmosphere. BathTwo small rooms are set into the wall off of the feast hall. The first is an alchemist’s laboratory. Just across is a small library. If you look at the second picture of the feast hall, you can actually see where the wooden wall is lower and lined with decorative vases. That opening leads directly to the laboratory.LabLibraryThe complex’s crowded and busy kitchen has a floor of packed dirt. Shelves laden with ingredients and utensils line the walls and an oven bulges from a corner. KitchenThe master bedroom is the largest and most lavish of the four bed chambers in the complex, and is the only one depicted. Bedroom 1When the mountain home comes under attack, the lady of the house can make her escape through the passage concealed behind one of the room’s bookshelves. Bedroom 2

 

Scenic Tour: The Sultry Siren

Nestled into a narrow valley of a jungle island lies a battered and weathered inn, a business of questionable repute and a common haunt for adventurers. The Sultry Siren is inn, bordello, bare-knuckle boxing joint, and anything else its customers can afford to pay for.

When I started this project, it was half a year after making the jungle landing area described in Monday’s post. You can see the inn from the outside if you like, and I recommend it! The Electron toolset handles interiors as tiles. Each tile consists of a room or a part of a larger room, and comes with pre-configured walls, windows, floors, and doors. In many cases this limits the internal architecture of buildings to a rigid, square grid. Furthermore, interiors for buildings in Neverwinter Nights 2 are often considerably larger than the building exterior, since it’s quite difficult to cram anything into such a small space with such unwieldy tools.

The challenge I set myself with this area was to make the inside resemble the outside as much as possible when it comes to layout. The TARDIS effect is cool and all, but it doesn’t have a place in the dark ages. About half of the visible walls in this area are parts of tiles, and the rest are assembled piece by piece with placeable assets. You can tell the difference if you look closely, but I think that inconsistency is appropriate for a building that’s likely been repaired time and time again with whatever material was at hand.

With that out of the way, I’ll hop straight in. Right through the front door stands an impressive open fireplace. A concierge desk sits against the wall, with ledgers and lock-boxes waiting to accommodate the inn’s patrons. ConciergeThe inn’s small tavern consists of a bar, a communal table, and a few booths for those in want of a (slightly more) private conversation. TavernDown a narrow hallway to the side lies an open room ideal for dancing and large gatherings. A small stage is crammed into the corner, occupied equally often by musicians and less than fully clothed women. HallThe cramped back room doubles as a kitchen and a gambling house, with a large card table occupying much of the floor. Card RoomThe narrow spaces either side of a downward staircase serve as storage for ales, wines, and cooking supplies. Fun fact: This is the only staircase in this area that came as part of a tile. While the toolset lets you assemble stairs, it doesn’t let you cut holes into the floor, so I had to make do with one of the default options.StorageThe basement is a cavernous chamber hollowed directly into the bedrock. Frequent drips of water have cultivated a number of molds and mushrooms on the earthen floor. A makeshift ring is used for bare-knuckle boxing matches, on which the inn’s patrons undoubtedly wager. Cellar 1The cellar can be accessed from within the Sultry Siren, but also from just outside. Both of these staircases aren’t part of any tile, and were constructed out of component parts for a personalized touch.Cellar 2Tucked into a corner back on the ground floor is a small sitting area and library. The inn’s meager collection of books struggles to fill a few rickety old bookshelves while a warm fire and comfortable couch add to the room’s cozy atmosphere. Stairs in the corner lead to the inn’s many bedrooms.Sitting RoomAcross from the landing on the upper floor is a small common room furnished with a few sofas and tables. A narrow, claustrophobic hallway serves as a testament to the need for efficient use of space. Common RoomPatrons have a number of sleeping arrangements available to them, ranging in size and number of beds. Most rooms have a desk or table and a bath, as well as a few artful decorations. If you haven’t noticed it yet, the inn’s favorite color is blue. In fact, the only objects to be any other color are the red booth seats, which couldn’t be altered in the toolset. Room 1 Room 2 Room 3Finally, for those more technically minded, I’ve included three overhead shots from the toolset that depict the floor-plan of each level. The grid of tiles can easily been distinguished by the creamy color along the top of certain walls, which contrasts greatly with the many other walls that form little nooks and crannies and other architectural oddities.

I hope you’ve enjoyed this little tour. Interiors are a different animal than the irregular landscapes I’ve been showing off. Focus is drawn to the little details that bring a room from feeling spartan to cozy and lived-in. Unfortunately, it isn’t quite as easy to find picturesque angles that also show you a good amount of a room’s contents, but as ever, I will continue to do my best.

Until next time, peace!

Scenic Tour: Jungle Landing

For today’s update I thought I would return to one of my earlier projects. This area is in fact, the first one I ever made. Please don’t judge it too harshly.

In all fairness, I’ve gone back and touched up the area a bit. A server still in early development expressed interest in a jungle-feeling beach, and as I’m always happy to have my work used, I obliged them.

New arrivals will find themselves on a white sand beach with tropical azure waters. The jungle ever threatens to creep forward and swallow the little beach. Day BeachOf course, the beach is just as easily enjoyed in the cool hours of night. Night BeachThe island’s jungle is always close at hand, rising quickly above the beach to form a dense wall. A few rapidly flowing streams tumble down the hillside and empty into the ocean.

Day Falls Night Falls Those looking for a quiet chat might brave the rickety log and cross the steep gully. They’ll find themselves on an isolated cliff overlooking the beach, with a small clearing in the foliage behind them for privacy.

Day FallElsewhere, a luscious grove awaits those who take the time to explore. Perfect for picnics, tribal ceremonies, and duels of honor. Night GroveA ramshackle village is nestled into the narrow, twisting valley a short ways from the beach.Day VillageThe village’s small square is occasionally host to a market, where imported goods are sold at a premium. Above the village, a precarious bridge crosses another gap to an ancient mine, still worked for the island’s precious gems and metals.

Day Village FallsNight VillageTravelers setting out to explore the island’s interior make camp at the edge of town, erecting their tents and lean-tos in whatever clearings they can find.

Day Village CampOr if they can afford it, they book a room at the Sultry Siren, the town’s inn of questionable repute. Day Village InnI have a special attachment to the deep valleys and narrow, treacherous paths of this tropical island. I was quite proud of my work at the time, and in many ways I still am. The area feels very much like a battle between the wilderness and civilization, with buildings squeezed into the only places that fit them and ever encroaching plant-life striving to swallow them whole.

Much could be improved in my use of textures and grass, however. The grass is just overused and under-varied, and would look much more at home in a prairie. The textures aren’t blended very well, and while it isn’t necessarily obviously bad, it could be a whole lot better. Who knows. I might give it another work over at some point. I hope you enjoyed.

PW Review: Forgotten Realms Cormyr

As promised, I will on occasion write reviews of current persistent worlds that I’m playing on. I’ll do my best to keep personal bias out of it, but I’m writing from my own experiences, so they’ll definitely flavor my report. I look for specific things in a PW which I will make sure to include with my opinions and judgements.

For my first go, I will be covering a relatively new server called Forgotten Realms Cormyr, which is currently in open beta.

Player characters congregate at the Dragon's Jaw Inn.

Player characters congregate at the Dragon’s Jaw Inn.

Setting

FRC is rather unsurprisingly set in Cormyr, with the module being built around the capital city Suzail as a hub. Cormyr is a nation just recovering from a long and costly war, and the setting definitely reflects that. The Purple Dragons, Cormyr’s guard, are chartering adventurers to help patrol the lands, while the War Wizards maintain careful watch over potentially dangerous practitioners within their boarders.

A city street in Suzail at dawn.

A city street in Suzail at dawn.

There is a delightful sense of bureaucracy about the setting. Spellcasters are required to register with the War Wizards once they reach the third circle. NPCs try to give PCs the runaround when it comes to applying for an adventuring charter, sending them into a literal maze with amazingly poor instructions just to find the right official.

While Cormyr is Lawful Good, there is also a definite sense that your character is being watched in a not entirely benevolent way. Purple Dragons have a tendency to show up in the strangest of places and demand to see adventuring charters. War Wizards ominously guard the paths in and out of Suzail, scrying the minds of those who pass. Bounties are posted for those who refuse to register or speak out against the wrong nobles.

The Purple Dragons and War Wizards guard Suzail's gates vigilantly.

The Purple Dragons and War Wizards guard Suzail’s gates vigilantly.

All of this provides a wonderful opportunity for player who want a challenge. Characters that shirk the system can enter Suzail through the sewers to avoid notice, or go to intricate lengths to hide the extent of their spellcasting ability.

The unfortunate aspect of Cormyr’s authoritarianism is that there isn’t really a place for evil-aligned characters to be themselves. The current extent of available areas does contain wilderness, but people wanting to play bandits or cultists without having to conceal themselves 95% of the time are going to have to work really hard to find a place for themselves. This might change in the near future, however, as FRC’s Underdark nears completion.

Module

The quality of FRC’s level design is simply phenomenal. The server provides a wide variety of environments, ranging from cities to small villages, rural farmland, thick forests and coastlines. I don’t find myself visually bored with monotonously themed areas.

What impresses me the most though, is the absolute attention to detail that is apparent in pretty much every area. Textures are blended beautifully to create a natural and realistic look, and placeables and grass are used not just as finishing touches, but to truly cement the atmosphere FRC’s developers were aiming for. I have yet to see anything that jarringly reminds me I’m playing a computer game, and not exploring a fantastical environment.

The rural outskirts of Suzail just before sunset.

The rural outskirts of Suzail just before sunset.

When it comes to bells and whistles, FRC doesn’t fail to live up. Utilities are condensed onto a custom toolbar, and include the usual DMFI options as well KEMO animations, PC Tools, a very pleasant player scry function, and a language chat function integrated into the game’s default chat box instead of its own clunky interface. Clothing can be customized within game to the same extent as in the toolset itself. Current shortcomings are being unable to edit your character’s bio (you can however edit your KEMO bio), lacking an option for deleting/recycling PCs, and not being able to project through summons, familiars, and companions.

FRC’s xp rate is painfully slow. Getting 12-15 xp from a single mob is a very good rate on this server, and consequently many characters seem to be stuck at the lower levels. A few avid grinders have managed to reach level seventeen, but it took them a considerable amount of time and effort. Equally poor amounts are awarded for roleplaying, with characters occasionally receiving 10-13 experience for saying something. Roleplaying also builds up a pool of bonus xp which is added to dungeon kills in fractional amounts.

The other major source of xp on FRC is repeatable quests. Some of these quests can be completed daily for 50 xp, while others have longer cooldowns but provide greater rewards. The server’s staff has indicated their intent to continue adding repeatable quests as an option for leveling up.

Annoyingly and as a consequence of the poor xp rates, death has a rather huge consequence on FRC. Characters lose 50 xp per level, which equates to hours and hours of effort once you’ve gained a few levels. This xp loss can cause you to lose levels, as well. PCs lose 10% of the gold they’re carrying on respawning, regardless of level. Personally, I despise death penalties. NWN2 is incredibly luck reliant, and the three most common causes of deaths are stumbling into a high level area you’ve never been in before, getting critically hit four times in a row due to a terrible RNG, and lagging out or otherwise succumbing to the incredibly buggy game. Death is always frustrating, and almost always only peripherally the player’s fault. Dying is punishment enough.

When it comes to character and class options, FRC provides a reasonable selection of common races and prestige classes stemming from the base game and its expansions. The staff have announced their intent to create or modify prestige that are specific to the setting at some point in the future. The server doesn’t have Kaedrin’s pack, but honestly I’m okay with that. It isn’t really necessary in order to express any character you might want to make appropriate to the setting.

If I wanted to nitpick, I would express my extreme disappointment that many conversations with NPCs force you into fullscreen cutscenes which can’t be canceled out of, but it’s a pretty minor complaint.

Staff

I haven’t had any unpleasant experiences with any of the staff, many of whom also play characters under the same name. There isn’t any obvious bias, favoritism, or abuse of power, though I’ll be the first to admit that it takes more than a month to recognize it in many cases.

Many of FRC’s dungeon masters seem to have resigned shortly before I started playing, and there has been a slightly lull in activity as a consequence thereof. They do seem to be actively recruiting new members however, and two people have joined the staff since I came here. FRC is equally short-handed when it comes to developers and scriptwriters, so expansions and improvements to module beyond bug-fixes are relatively few and far between.

Overall the staff on FRC seem like good people. Sure, they’ll remind you that they’re not being paid to do their arduous jobs just as on every other server, but they’re willing to take feedback and suggestions within reason.

Policies

FRC has all of the usual rules preventing harassment, cheating, exploiting, and everything else that’s commonly agreed to be against the spirit of good etiquette.

Prestige classes and the uncommon races don’t require applications on FRC, which is a godsend in the current day and age persistent worlds. It’s always been my experience that applications don’t actually prevent anything crazy from slipping though, and only serve to get in the way of competent roleplayers and good storytellers.The people in charge of reviewing applications often don’t know the setting material half as well as the players.

You do have to ask permission to create a character who starts off with any station or power, such as nobility or military rank. That’s perfectly reasonable and fair though, so no complaints. There is a difference between requiring applications to ensure a player’s out-of-character skill with words and requiring applications to have more power, standing and influence in-character. FRC draws the line exactly where it should be.

PvP on FRC doesn’t require consent, which prevents those terribly awkward situations in which players have to bend over backwards to accommodate characters who act unintelligently, brashly, and impolitely and expect to get away with it. The server’s policies keep PvP polite, and make sure that both players know what’s going on out-of-character before anything happens. Naturally, PvP must always be supported by good roleplay.

A tense encounter of chance in the King's Forest.

A tense encounter of chance in the King’s Forest.

A simple ‘3-levels in each class by 20’ rule prevents power-building without being overly complicated or unnecessarily restrictive. FRC also disallows class combinations that don’t make in-character sense, which I’ve also always been fine with. Their policy when it comes to character builds covers the basics without being unreasonable. I can’t complain.

Finally, FRC does allow rated-R content, but only when confined to tells between consenting adults. It’s inarguably perfect, as nobody is kept from doing what they want to do, and nobody is forced to witness it if they don’t want to.

Conclusion

In short, I recommend Forgotten Realms Cormyr. Yes it’s another boring, bland, familiar Forgotten Realms server, but it generally has a good staff, good players, and good policies. It’s worth logging on even if only to explore the scenery.

FRC is rough around the edges in places, but it’s still in open beta so that’s to be expected. The staff seem to be committed to improving on the server, and not just keeping the lights on.

While the incredibly slow xp rates might turn a few players away, character level and the time it takes to get there shouldn’t be affecting your experience and fun, because persistent worlds simply aren’t about that. Players looking to try out FRC should roll characters with a reason to be there, and a reason to get involved. You wont get swept up in the story if you don’t try.

All in all, I enjoy FRC as a fun outlet for roleplay and a good way to pass the time while waiting for another non-Forgotten Realms server to come along, so hop on through direct connect to frcormyr.no-ip.org. I hope to see you there!

Scenic Tour: Pont Senni

This is one of my older projects for Legacy: Dark Age of Britain, a Neverwinter Nights 2 PW/Campaign server. Unlike your typical sword and sorcery fantasy setting, Legacy is a set in a loose adaptation of Arthurian Wales. They’ve (quite successfully) blended historical events with a more mythical and fantastical world.

Unfortunately, staff apathy and questionable decision making have taken the server down a dark path. They’ve broken from the persistent world model and instead are using the module to run campaigns. It might have been a radical idea, but their players have long since fled.

Pont Senni, or Sennybridge as it’s known today, is a small village near Brecon, in what was then the Kingdom of Powys. For the purposes of Legacy’s setting, it’s actually being held by the neighboring Kingdom of Ceredigion, which recently conquered the village.

The idea behind this little outdoor biergarten was to provide players associated Pont Senni a communal gathering area.

BiergartenA view of Pont Senni’s little market, with a few houses by the path and alongside the ridge in the distance. One of the entrances to Pont Senni’s Council Hall is in the right of the shot.

MarketHere we have a few views of the small creek running south through Pont Senni. Interestingly, the Neverwinter Nights 2 toolset doesn’t support water running on an incline, as depicted here. The game fully supports it though, so through a little jiggery-pokery, it’s possible to implement.

Stream WatchtowerA shrine built to Don, The Allmother, a goddess of the Dryw faith is located to the northwest of the village, bordering a small lake.

DonFinally we have a shot of the sun setting over the small lake west of the village. I always like to add some outskirts to more urban areas, as it makes villages and cities feel more a part of the world. Observant readers might recognize the blog’s header.

Sennybridge SunsetI hope you enjoyed the tour, as I certainly enjoyed working on this project. I learned a lot about making open spaces seem interesting. By blending different textures and grass you can do a lot to make a field or a hill or a mountain slope feel more natural. Nature doesn’t tend to repeat itself regularly, and computers definitely favor it. It’s a battle to wrest the former from the latter.

Scenic Tour: Falcon’s Hollow

Falcon’s Hollow is a small lumber town in Paizo’s Pathfinder Chronicles setting. It sits in the Darkmoon Vale in the nation of Andoran, a short distance from the Darkmoon Wood which serves as the town’s primary economic resource. The town is governed by Thuldrin Kreed, a petty tyrant who rules the town and the Lumber Consortium through brutality and intimidation.

Pathfinder as a setting provides a neat alternative to Forgotten Realms as a generic sword and sorcery setting. It changes enough to be unique and interesting while still feeling comfortably familiar. This particular area is for an upcoming project in the Pathfinder setting. Details will follow as they’re released publicly.

Most of my experience design areas for PWs has been for custom settings, or custom regions in familiar settings such as Forgotten Realms or Medieval Wales. This has granted me an extraordinary freedom in terms of design, as there was no onus on adhering to an established lore. I was in a sense creating it as I went, each street and building establishing the layout.

In this case, I decided to adhere to the general structure of the city as it’s presented in the Pathfinder setting. Neverwinter Nights 2 has some difficulty handling areas of a certain size, so I scaled down a little bit by leaving out unimportant buildings and streets, all the while maintaining the general feel of the town and the placement of noteworthy structures.

For comparison, here is an overhead shot of my rendition taken in the Electron toolset. The rendering within the toolset itself isn’t quite on par with what the game looks like, but you get the general idea.

FH Top Down

The fun in designing a town like this doesn’t need to come from creating an intricate layout. Yes, it’s certainly possible. Wonderful works are to be had when you create a bizarre and twisted landscape and proceed to imagine how people might have settled there. In this case though, I had to content myself to filling in the details. To that effect, here some of them are.

Falcon’s Hollow’s lower market is where most of the town’s population comes to barter and trade. The food is of dubious quality, and everything else is worn and cheap.

FH Lower Market Close

One of the longer streets opens onto the lower market. The roads are hard-packed dirt. A small wood adorns the hill above the market, marking a natural boundary to the town.

FH Street ViewAn intersection of two more streets. The market is visible to the left. In the foreground is an herbalist’s abode and one of the grander buildings of the town.

FH IntersectionUnlike the layout in Pathfinder’s map, I decided to add a boardwalk to the riverfront. This is partly out of convenience, as the assets available to me suit a boardwalk over several piers.

FH Boardwalk

The town’s Cutyard is the central component of its economy. This was an interesting challenge, as I hardly had any appropriate assets at all. The sawmill is assembled out of a dock, a few saw horses, a windmill in place of a waterwheel, and a saw-toothed falchion in place of a proper saw. It only looks okay, but it’s the best that could be done given the tools available.

FH Cutyard

The follow two are of the upper market in the aptly named Perch. This raised portion of the town is more fortified, and is restricted to the rich, wealthy, and lucky. The food here is fresh, and the goods fine in quality and quantity.

FH Upper Market 2

FH Upper Market 1

Finally, we have a view of the town’s northern gate. It isn’t all that interesting save that the house and trees off in the distance are at half-scale. The road gets narrow and the assets shrink in size, creating the illusion of distance. The Electron toolset only allows for a small amount of space outside of the walkable map to create a visual border. This was an experiment in making the most of it.

FH Gate

All in all, this was a fun project. It was my first time working with mostly dirts and muds instead of grass, and it took an extra effort to keep the whole area interesting to look at. I’ll leave you with another screenshot from the toolset, showing the town as a whole.

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