Difference between revisions of "Community Contest 7: Module Contest"

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[[Category:Community Contest]]
 
[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&v=discussions]]
 
[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&v=discussions]]
  
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The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/13221/1496060/#post_1496060 here].
 
The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/13221/1496060/#post_1496060 here].
  
'''DEADLINE: Monday 21 March''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.
+
'''Contest is now closed. The bundle can be found on our [http://www.dragonagenexus.com/downloads/file.php?id=1559 Dragon Age Nexus page]'''
 +
 
 +
DEADLINE: Monday 4 April - Contest is now closed. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.
  
 
=== Requirements ===
 
=== Requirements ===
 
All entries must:
 
All entries must:
* complete the [[Community_Contest_6:_Equipment_Contest#Checklist||entry checklist]] below and agree to the [[Community_Contest_6:_Equipment_Contest#Consent_to_Share||Consent to Share]]
+
* reserve a [[Community_Contest_ID_Ranges|string range]] before starting
* add on to the Contest 7 Framework (available soon)
+
* reserve all [[Community_Contest_ID_Ranges#2da_Ranges|M2DA ranges]] they use:
 +
** Entrants '''will''' need to extend the [[Community_Contest_ID_Ranges#JobBoardPlots|JobBoardPlots]] M2DA
 +
** Entrants '''may''' have to extend the [[Community_Contest_ID_Ranges#prcscr|PRCSCR]] M2DA
 +
** Entrants '''may''' also extend other M2DAs - please also reserve these as needed, staying within the [[Community_Contest_ID_Ranges|community contest range]].
 +
* use the [http://social.bioware.com/project/4161/&v=files Contest 7 Framework]
 
* use at least 1 piece of content from 3 or more of the following catalogue sections:
 
* use at least 1 piece of content from 3 or more of the following catalogue sections:
 
** settlement level
 
** settlement level
 
** room SEL
 
** room SEL
 
** prop model
 
** prop model
** Character (party/merchant/questgiver)
+
** Character (party/merchant/quest giver)
 
** Head morph
 
** Head morph
 
** minigame script
 
** minigame script
 
** equipment
 
** equipment
* be a SHORT module (5-15 minutes gameplay is a good target), but fulfil the following as a minimum:
+
* '''must be a SHORT module''' - 5-15 minutes gameplay is a good target, but there is no "limit"
** 100 words dialogue
+
* fulfil the following as a minimum:
 +
** at least 100 words dialogue
 +
** a journal entry to track the progress of the quest from being visible on the job board through acceptance to completion
 
** at least one combat encounter
 
** at least one combat encounter
 
** reward the player, but do so appropriately (do not give a massive reward or overpowered gear for a small job)
 
** reward the player, but do so appropriately (do not give a massive reward or overpowered gear for a small job)
 +
* scale to all levels of player (preferred) OR include a "recommended level" in the job board description
 +
* complete the [[Community_Contest_6:_Equipment_Contest#Checklist|entry checklist]] below and agree to the [[Community_Contest_6:_Equipment_Contest#Consent_to_Share|Consent to Share]]
  
 
=== Guidelines ===
 
=== Guidelines ===
 
Strong entries will:
 
Strong entries will:
 +
* not attempt an epic module - a '''smaller scope''' will allow you time to really polish your module.
 
* provide an engaging and interesting experience, favouring quality above quantity.
 
* provide an engaging and interesting experience, favouring quality above quantity.
 
* avoid repetition and tiresome/uninteresting dialogues and combat.
 
* avoid repetition and tiresome/uninteresting dialogues and combat.
 +
* include one or more cutscenes to heighten drama
  
 
=== Suggestions ===
 
=== Suggestions ===
Line 40: Line 53:
 
While no "bonus points" will be given for the following, entrants may:  
 
While no "bonus points" will be given for the following, entrants may:  
 
* enter the contest several times.
 
* enter the contest several times.
* include new custom content (see disallowable custom content below)
+
* include new custom content provided it can be shared (see not allowable custom content below)
  
 
=== Not Allowable ===
 
=== Not Allowable ===
Line 57: Line 70:
 
* Best Newcomer - 5 points (unless 1st, 2nd or 3rd place)
 
* Best Newcomer - 5 points (unless 1st, 2nd or 3rd place)
 
* All other entries meeting requirements - 3 points
 
* All other entries meeting requirements - 3 points
 
  
 
=== Best Newcomer Award ===
 
=== Best Newcomer Award ===
Line 67: Line 79:
  
 
== Helpful Links ==
 
== Helpful Links ==
* coming soon!
+
* [[Community_Contest_ID_Ranges|Reserve your string and GDA IDs here]]
 +
* [[Community_Contest_Catalogue|Browse Catalogue content here]]
 +
* [http://social.bioware.com/project/4161/ Community Contest 7 Framework] - includes a *very* useful readme (essential reading!)
 +
* [[Module_tutorial|Module Tutorial]] - the CC7 framework readme supercedes much information here
  
 
+
= Submitting an Entry =  
= Entries =  
+
  
 
=== Entry File(s) ===
 
=== Entry File(s) ===
Line 82: Line 96:
  
 
'''File Format:'''
 
'''File Format:'''
one .7z file (preferred)
+
.7z file (preferred)
  
 
=== Checklist ===
 
=== Checklist ===
Line 108: Line 122:
 
  If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. </b> </font>
 
  If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. </b> </font>
  
= Weapon Model Contest =
+
= Entries =
 
+
== Crow & Crane by Adonnay - 1st Place ==
+
 
+
* '''[http://dragonagenexus.com/downloads/file.php?id=1970 Dragon Age Nexus project page]'''
+
 
+
A set of two longswords for the dual wielding archetypes. They are meant to really shine during dialog scenes hence the slightly larger textures of 1024 x 1024.
+
Both swords are quite powerful and are meant for higher level content.
+
 
+
 
+
[[File:CC06_cnc01.jpg|400px|Crow and Crane]] [[File:CC06_cnc02.jpg|400px|Crow and Crane]] [[File:CC06_cnc03.jpg|400px|Crow and Crane]]
+
 
+
 
+
== HjorrMikill by Nattfodd - 2nd Place ==
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1989 Dragon Age Nexus project page]'''
+
* '''[http://social.bioware.com/project/3965/ BSN project page]'''
+
 
+
HjorMikill means GreatSword in ancient language.
+
Protected by the mountains and snow, this sword was probably forged for a King when the elders were young, to protect in troubled times.
+
This sword is the backbone of the life a warrior knows,
+
forged in fire and ice: who will be the one ready to let this old sword to sing again?
+
 
+
[[File:HjorMikill_05.jpg|500px|top|Logo]]
+
 
+
[[File:HjorMikill_03.jpg|400px|left|Swing 1]] [[File:HjorMikill_01.jpg|400px|Swing 2]]
+
 
+
[[File:HjorMikill_04.jpg|400px|Swing 3]]
+
 
+
 
+
== Fenod's Weapons - 3rd Place ==
+
 
+
=== Lunacy(Dagger) by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2018 Dragon Age Nexus project page]'''
+
 
+
:Many who saw the previous owner of this fine blade in battle thought he was insane. He was
+
:the leader of a group of thugs in Denerim who claimed to be fearless. To set an example for
+
:his men the commander would always fight blindfolded with wax plugging up his ears.  It turns
+
:out he truly was mad and met his end when he ran into a volley of arrows...fired from  his own men.
+
 
+
 
+
[[File:CC6Lunacy.jpg|129px|Toolset Appearance]]
+
[[File:Ingame.jpg|400px|In Game Appearance]]
+
 
+
 
+
=== Dreadscale(Battleaxe) by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2017 Dragon Age Nexus project page]'''
+
 
+
:This weapon is not crafted from scales of any sort, instead 
+
:it has been fashioned from obsidian.  Dreadscale's name 
+
:comes from numerous number of dragons that it has slain. 
+
:It is no surprise then that in this age, the Dragon Age,
+
:many believe it to have an enchantment which allows the
+
:one who wields it to strike with enough force to cleave a
+
:dragon in twain.
+
 
+
:Whatever enchantment it possesses does not seem to
+
:increase its effectiveness in killing dragons.  This has
+
:become increasingly apparent as fool after fool has met
+
:their end trying to best dragons while wielding Dreadscale.
+
:That is not to say that it is not a formidable weapon, for in
+
:the right hands Dreadscale is truly a sight to behold.
+
 
+
 
+
[[File:CC6Dread.jpg|130px|Toolset Appearance]]
+
[[File:Dreadscale.jpg|400px|In Game Appearance]]
+
 
+
 
+
=== Deadweight(Maul) by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2016 Dragon Age Nexus project page]'''
+
 
+
:Every time the story of this weapon's origin is told it varies
+
:to a great degree.  The current telling of the tale claims that
+
:the weapon originally belonged to a scrawny stonecutter in
+
:Denerim by the name of Rupert.  Rupert had grown weary
+
:of cutting stone and so he sought to join the city guard.
+
:The problem was the guard captain told him he had no place
+
:wielding a weapon and that he would only injure himself or
+
:the other guards.  Rupert would show up every year and
+
:try to join and each time he was turned away.
+
 
+
:Eventually the guard captain realized that Rupert would
+
:not cease so he had a crude maul fashioned from rock and
+
:told Rupert that if he could wield it he would be allowed to
+
:join the city guard.  Of course the captain did not expect
+
:Rupert to attempt the feat, but much to his dismay Rupert
+
:bent down, gripping the rock.
+
 
+
:The guard captain looked on in astonishment as Rupert
+
:hefted the ungainly weapon over his head, only to have it
+
:fall onto him, crushing him.  Such is the tale of Rupert and
+
:his weapon, aptly named Deadweight. 
+
 
+
 
+
[[File:CC6Deadweight.jpg|129px|Toolset Appearance]]
+
[[File:Deadweight.jpg|400px|In Game Appearance]]
+
 
+
 
+
=== Barbarous Mace by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2015 Dragon Age Nexus project page]'''
+
 
+
:This crude weapon appears to be Chasind, but has no 
+
:legends to its name and bears no unique markings, 
+
:nonetheless its effectiveness cannot be denied when in
+
:capable hands.  The ensuing carnage is enough to paralyze
+
:foes with fear.
+
 
+
 
+
[[File:CC6BarbarousMace.jpg|125px|Toolset Appearance]]
+
[[File:BarbarousMace.jpg|400px|In Game Appearance]]
+
 
+
 
+
=== Bonemaw by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2014 Dragon Age Nexus project page]'''
+
 
+
:This macabre weapon was carved from the bone of a high 
+
:dragon, sharpened so that it can be wielded as a crude
+
:blade.  The name of the smith that created the blade and
+
:why it was made in such a manner has been lost to time.
+
:With each passing age it finds a new name, in this age it is
+
:known as Bonemaw.
+
 
+
:Unlike a refined dragonbone blade Bonemaw is misshapen
+
:and unwieldy.  Those who have seen it wielded in battle
+
:claim that it can fell a pride demon in one swing though such
+
:claims are naught but fanciful tales, giving the blade a
+
:legendary status of sorts.
+
 
+
:While it may not dispatch a Pride demon in a single blow
+
:there is no denying that the blade is indeed a formidable
+
:weapon.  If you find yourself pitted against an opponent
+
:wielding this weapon it is advisable that you flee.  You are
+
:lucky then that you find it in your hands.
+
 
+
 
+
[[File:CC6Bonemaw.jpg|129px|Toolset Appearance]]
+
[[File:Bonemaw.jpg|505px|In Game Appearance]]
+
 
+
 
+
=== Malice(Dagger) by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2013 Dragon Age Nexus project page]'''
+
 
+
:Malice's construction is simple, similar to Chasind weapons
+
:though much cruder in design.  It's blade is fitted to a metal
+
:bar which is in turn fitted to the weapon's basket hilt. It is 
+
:one of the last known weapons to be forged from the same
+
:ore as the greatsword Agony.  The name of the ore has
+
:been lost to the ages along with it's exact properties.
+
 
+
:It is apparent  that the ore can be heated to extreme
+
:temperatures without it melting.  Surprisingly, wielding the
+
:weapon will not cause injury as the heat that it gives off is
+
:similar in nature to the effect of a fire enchantment. 
+
 
+
 
+
[[File:CC6Malice.jpg|180px|Toolset Appearance]]
+
[[File:Malice.jpg|317px|In Game Appearance]]
+
 
+
 
+
=== Pestilence by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2012 Dragon Age Nexus project page]'''
+
 
+
:It is believed that the axe known as Pestilence was taken
+
:from the fade where it is difficult to discern living beings
+
:from inanimate objects.  This axe is one such object.  It is 
+
:covered in flesh and yet by all appearances it behaves just
+
:as any axe would.
+
 
+
:As if this were not peculiar enough it increases the skill of
+
:whomever wields it.  While it is widely assumed that this is
+
:because the weapon is enchanted a few believe that the
+
:weapon is alive and guides the hand of those who wield it.
+
:It's edge is coated with poison leading some to believe that
+
:the axe itself secretes the poison.  Whether or not this
+
:presumption is valid there is no mistaking the foul nature of
+
:the poison.
+
 
+
 
+
[[File:CC6Pestilence.jpg|129px|Toolset Appearance]]
+
[[File:Pestilence.jpg|320px|In Game Appearance]]
+
 
+
 
+
=== Lament by Fenod ===
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2011 Dragon Age Nexus project page]'''
+
 
+
:The name of the original owner of this blade is long forgotten
+
:but it is said that she loved battle so much that she would seek 
+
:it out all across Ferelden.  Her skill with a blade was exceptional, 
+
:but it was the blade which she wielded that made her a legend. She
+
:called the blade Lament, in honor of those that fell in battle,
+
:enemies and allies alike.
+
 
+
:She believed that death fueled the blade and give her the
+
:will to fight even when all those around her had fallen.
+
:Those who saw her in battle claimed that with every swing
+
:the blade would let out a cry.  Today it is known that the
+
:blade has no such enchantment though it is noted that the
+
:blade does indeed bear an enchantment of an unknown nature.
+
+
 
+
[[File:CC6Lament.jpg|129px|Toolset Appearance]]
+
[[File:Lament.jpg|509px|In Game Appearance]]
+
 
+
 
+
== Knotwood Staff Helekanalaith - Best Newcomer ==
+
 
+
* '''[http://dragonagenexus.com/downloads/file.php?id=2020 Dragon Age Nexus project page]'''
+
 
+
:This gnarled staff's origin can be traced back to the Knotwood Hills. No doubt it once belonged to a hangman's tree or worse; a darkspawn scratching pole!
+
 
+
 
+
[[File:kntwdstf1.png|400px|Fight fire.]]
+
[[File:kntwdstf2.png|400px|With fire!]]
+
 
+
 
+
== Dagger of Ashyera's Cult by Gisle Aune==
+
 
+
'''[http://www.dragonagenexus.com/downloads/file.php?id=2038 Dragon Age Nexus project page]'''
+
 
+
These daggers - allthough scarce in number in Ferelden - are quite common located within a cult in some small state in the Free Marches. (for usage in my mod The Dark Deal (WIP))
+
 
+
Bonuses: +2 damage, +6 attack
+
Material: Silverite.
+
 
+
Note: I was granted extra time by Mikemike57 - sorry for delivering almost too late.
+
 
+
[[File:GisleAune_CC6_image.jpg‎|Dagger in hand]]
+
 
+
 
+
== Warhammer by mikemike37==
+
 
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1957 Dragon Age Nexus project page]'''
+
This is just a sample entry for others to see the sort of thing judges might expect to see, and the format in which it has been submitted.
+
  
NOTE: it is not a requirement of this contest to create the script to give the item to the player, or create any kind of player package. You do have to create the item in the toolset and export it as a dadbdata though.
+
== 1st Place - Spiders & Knives by BlackPhi ==
  
 +
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2535 Dragon Age Nexus project page]'''
  
[[File:Cc6_warhammer.jpg|500px|Room Plan]]
+
<br/>
 +
''"First catch your client", to misquote Paragon Beeton.''
  
 +
''It seemed a simple enough job: earn a few coins by clearing a wandering band of darkspawn out of a Lothering Knight's home. Except that the client has gone missing!''
  
== Cudgel by BlackPhi ==
+
<br/>
 +
'''Spiders & Knives takes place in and around Lothering, so it needs to be completed before Lothering is destroyed by the darkspawn.''' The mod is suitable for any class - the main reward item at the end of the main path is tailored to the main player character.
  
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2007 Dragon Age Nexus project page]'''
+
As far as I can tell, the difficulty level is broadly similar to other Lothering quests, whilst the rewards are a little higher - although hopefully not to an unbalancing extent. The main quest path has around 30 minutes of gameplay; there is an alternative, shorter, path of around 15-20 minutes which also provides a nice item as a reward, but less gold.
  
A lump of wood, crudely shaped and polished, for hitting people with. As used by peasants, poorly equipped militia and low-level thugs.  
+
To begin the quest, look at either the new Job Board in Denerim or the Chanter's Board in Lothering. You might also stumble upon the starting point of the quest whilst exploring around Lothering.
  
Although clubs are a staple of FRPG, DA:O doesn't include any, so this entry for the new model group fills the gap.
+
'''Note that this mod is silent. Instead of VO I have used timed silences, so I recommend you use subtitles.'''
 +
<br/>
  
  
[[File:CC6_Cudgel-Sheathed.jpg|300px|Cudgel Sheathed]]  [[File:CC6_Cudgel-In-Action.jpg|400px|Cudgel In Action]]
+
'''Thanks To/Resources Used:'''
  
 +
* Nimee: for 'A place to call home', from CC5. With apologies for the mess the darkspawn have made of the place.
 +
* Lord Uber Dowzen (uberdowzen): for Arbither, from CC3-mini. Also Vaylise whose character's nickname I nicked for her.
 +
* Vaylise: The Valorous, armour from CC6.<br/>
 +
* Adonnay: Crow & Crane, twin swords from CC6.<br/>
 +
* Nattfodd: HjorrMikill, greatsword from CC6.<br/>
 +
* Helekanalaith: Knotwood Staff, mages staff from CC6.<br/>
 +
* Gisle Aune: Dagger of Ashyera's Cult, from CC6.<br/>
 +
* mikemike37: Warhammer, from CC6.
  
== Lightsaber by InBleedingRapture ==
+
Note that whilst I have used the authors' models for these items, the actual items are mostly my handiwork - so if there's anything wrong it's likely my fault not theirs.
  
* '''http://www.dragonagenexus.com/downloads/file.php?id=2009 Dragon Age Nexus project page]'''
+
* Sunjammer: CC7 Framework, including the new Job Board, and his Builders' Guide.
  
This mod adds a working lightsaber to Dragon Age, complete with a sound pack, multiple blade colors, and appropriate stat bonuses.
+
If I've forgotten anyone, please let me know.  
  
  
[[File:ls_in_game_1.jpg|600px|Blue Lightsaber]]
+
[[File:CC7_Web2.jpg|400px|Spider Web]]    [[File:CC7-Knives.jpg|400px|Knives]]
  
 +
[[File:CC7_My_Home3.jpg|400px|Look what they have done to my home!]]    [[File:CC7_Storage_Chest.jpg|400px|Storage Chest]]
  
 +
=== Judges' Comments ===
 +
mikemike37
 +
* Well-rounded pair of short quests which fit in great with main campaign.
 +
* Nice to see so many community contest entries in here!
 +
* Really liked the messed up place and being able to use it throughout the rest of the game as a player house with storage.
  
= Armour Retexture Contest =
+
Sunjammer
 +
* Perfect example of the type of module we had hoped CC7 would produce.
 +
* Nice use of the camera angle to hide the engines limitations in the cutscene.
 +
* Great (if slightly OTT) characterisation for Ser Arbither: I hope someone gives you the VO it deserves!
 +
* Nice to be able to attempt to keep the swords (lie/threaten) however, while fun, the consequences seem somewhat unrealistic. Perhaps you could explore alternatives that don't end in a pitched battle with the Templars in front of a bunch of disciples and refugees?
 +
* Since the player is thrown straight into combat when entering the manor it would be helpful if Ser Arbither warned the player to be ready and gave them the chance make preparations.
 +
* I didn't even realise the house was available until I read mike's comments! This is a great addition so it could probably benefit from greater emphasis in game (I don't tend to read the final journal entries).
  
== Mage Helm by BlackPhi - 1st Place ==
+
== 2nd Place - Eye and Shadow by Mengtzu ==
  
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1988 Dragon Age Nexus project page]'''
+
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2563 Dragon Age Nexus project page]'''
  
This leather helm is for the mage who prefers to be discreet. At first glance it is merely an ordinary leather helm, only on careful examination are the lyrium infused runes visible. For effective discretion this should be combined with mage's leathers and a mage's club.
+
'''For Players:'''
  
An entry for the retexture group.
+
* Challenging encounters designed to teach key skills (focus fire, target selection, burn phases and positioning) - though easier and a bit more accessible than my standalones.
 +
* Tuned for geared, high level parties, but accessible early to any looking for a profitable challenge
 +
* Supply-based rewards scaled with level, intended to be conveniently imported to DLC and the expansion
 +
* A curious situation with some fun twists on Qunari and Elven lore.
 +
* A total of four possible resolutions to the adventure.
  
The helm is restricted to mages and provides a mental resistance bonus.
+
'''For Builders'''
  
Any apostate mage who wants to remain free for long (and doesn't fancy spending the rest of their life in the Korcari Wilds) needs to break the habit of wearing distinctive flowing robes with a daft-looking hood and a dirty great staff poking above their head. This helm is a part of a set of items to provide magical benefits whilst looking, to a casual glance, like ordinary gear.
+
While this odd little scenario may not appeal to all players, the .dadbdata should be of interest to almost any builder.  The module features commented examples of some useful encounter design tricks and scripting practices, including:
  
[[File:Helm-Front.jpg|300px|Front View]]  [[File:In-Disguise.jpg|300px|Mage Incognito]] [[File:Helm-Back.jpg|300px|Rear View]]
+
* Area heartbeats (timed encounter phases, periodic damage auras, boss health regen)
 +
* Creature events (damage mitigation based on phase, add spawns on death)
 +
* Solid basics like function and constant libraries, plot scripting etc.
  
 +
'''CC Resources used:'''
  
== The Valorous by Vaylise - 2nd Place ==
+
* Community Contest #1: Lord of Fangs ("Hakkon's Gift"/Eight Knots) 
 +
* Community Contest #3: Vaylise ("Knives"/Anaris), uberdowzen ("Saarebas"/Kithshok)
 +
* Community Contest #6: Adonnay ("Crow & Crane"/Geldauran's swords)
  
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2005 Dragon Age Nexus project page]'''
 
  
This retexture is available for both genders and all the races.  
+
[[File:Spiritsleli.jpg|400px|Leliana against the spirits]] [[File:Geldauran.jpg|390px|Geldauran]]
  
Armor description: The Valorous is designed for the fashion conscious to show off their wealth and style in this aesthetically pleasing armor. Even in the battlefield, this lightweight armor is sure to draw the envy of many with its genuine gold studs delicately patterned across the fine polished leather.  
+
=== Judges' Comments ===
 +
mikemike37
 +
* good creative story with beleivable canon and immersion.
 +
* really enjoyable boss fights which required a bit of thinking and a bit of skill.
 +
* regrettably, my sub-optimal party was entirely unable to defeat final boss on easy. pretty sure i wasnt playing "badly" (other than being sub-optimal). imo easy difficulty should always be available for frustrated players to fall back on to just "get it over with" once theyre fed up of getting beaten.
 +
* to address above, consider adding difficulty checks into area damage and regeneration script to soften up easy difficulty. im guessing these things have been hardcoded and do not scale with difficulty?
 +
* consider sending messages to the actively controlled character, rather than floaties over the main PC (who might be offscreen)
 +
* representing bunching/spreading by damage type was good, but this could be enhanced with a more permanent visual clue, like a red or blue aura from the enemy.
  
[[File:Vaylise_Armor_HF.jpg|300px|Different Views]]
+
Sunjammer
[[File:Vaylise_Armor_HF_closeup.jpg|300px|Close Up]]
+
* Fully realised with great attention to detail and challenging combat: an excellent example for up-and-coming modders.
[[File:Vaylise_Armor_HM.jpg|300px|Different Views]]
+
* An abundance of lore delivered through conversations, codex entries and points-of-interest placeables.
[[File:Vaylise_Armor_HM_closeup.jpg|300px|Close Up]]
+
* Good NPC dialogue. Bonus points for including the companions although I can't really imagine Leliana ever addressing Alistair as "''Ser'' Alistair"!
 +
* Good opportunity for the Player to role-play though sometimes the options all seemed to variations of the sarcastic/wisecrack option.
 +
* Nice to be able to side step the combat using persuade though being an obsessive persuader my first play-through was incredibly short (no combat, no tokens).
 +
* Setheneran keeps saying she can't assist but both she and Uthen got stuck in to each and every fight ... although that was just as well because I usually ended up with just one of my party surviving!
 +
* I found being jumped out of combat when fighting Geldauran rather disorientating: perhaps I am missing something there or something could be better explained.

Latest revision as of 21:44, 31 August 2011

Community Contest back.jpg CC BSN GetInvolved.jpg

Brief

Create a short playable module. The module must be compatible with the Contest 7 Framework and must include content from at least three contests in the Community Contest Catalogue. See requirements for more information.

We're adding on to a "jobs board"-esque framework, so try and think of short modules which might make sense from that starting point.

The contest discussion thread can be found here.

Contest is now closed. The bundle can be found on our Dragon Age Nexus page

DEADLINE: Monday 4 April - Contest is now closed. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.

Requirements

All entries must:

  • reserve a string range before starting
  • reserve all M2DA ranges they use:
    • Entrants will need to extend the JobBoardPlots M2DA
    • Entrants may have to extend the PRCSCR M2DA
    • Entrants may also extend other M2DAs - please also reserve these as needed, staying within the community contest range.
  • use the Contest 7 Framework
  • use at least 1 piece of content from 3 or more of the following catalogue sections:
    • settlement level
    • room SEL
    • prop model
    • Character (party/merchant/quest giver)
    • Head morph
    • minigame script
    • equipment
  • must be a SHORT module - 5-15 minutes gameplay is a good target, but there is no "limit"
  • fulfil the following as a minimum:
    • at least 100 words dialogue
    • a journal entry to track the progress of the quest from being visible on the job board through acceptance to completion
    • at least one combat encounter
    • reward the player, but do so appropriately (do not give a massive reward or overpowered gear for a small job)
  • scale to all levels of player (preferred) OR include a "recommended level" in the job board description
  • complete the entry checklist below and agree to the Consent to Share

Guidelines

Strong entries will:

  • not attempt an epic module - a smaller scope will allow you time to really polish your module.
  • provide an engaging and interesting experience, favouring quality above quantity.
  • avoid repetition and tiresome/uninteresting dialogues and combat.
  • include one or more cutscenes to heighten drama

Suggestions

  • My *friend/relative* has gone missing while in the *dangerous area*, please investigate!
  • Bounty hunt
  • Any other short quest, really.

Allowable

While no "bonus points" will be given for the following, entrants may:

  • enter the contest several times.
  • include new custom content provided it can be shared (see not allowable custom content below)

Not Allowable

Please:

  • do not use custom content for which you do not have permission to share, or you do not wish to be shared in the catalogue.
  • do not override core resources unless under exceptional circumstances (if in doubt, ask in the contest thread)

Groups and Prizes

Groups

This contest has one group, with higher prizes than normal!

  • 1st place - 30 points, chooses first
  • 2nd place - 20 points, chooses second
  • 3rd place - 10 points, chooses third
  • Best Newcomer - 5 points (unless 1st, 2nd or 3rd place)
  • All other entries meeting requirements - 3 points

Best Newcomer Award

If an entrant has not entered a Community Contest before, they qualify for the Best Newcomer Award. This award is given to the newcomer with the highest number of votes.

Prizes

Please see Community Contest Prizes

Helpful Links

Submitting an Entry

Entry File(s)

Builder File Contents:

  • dadbdata of your module (do not include core resources)
  • any data/override files required. mike will be impressed if you put them in the correct folder... module/data is usually sufficient! core/override is usually over-the-top and conflict-prone)

Player File: (the player file is optional - we'll be bundling them all together)

File Format: .7z file (preferred)

Checklist

  1. Create your file (see above)
  2. Create a Dragon Age Nexus page for your entry and upload the above file. Please include "Community Contest" in the title.
  3. Edit this page with a description and pictures of your content.
    • Please include pictures which are both functional as well as attractive (so your work can be seen clearly)
    • Link to your DA Nexus page. See the sample entry.
  4. Optionally, let us know in the Contest Discussion Thread that you've entered

For the general entry guidelines (as well as more detail on the above steps), please see the Entry FAQs

For information on Judging, please see the Judging page.

Consent to Share

IMPORTANT - consent to share

By entering this competition you consent to share your work for other community members to benefit from.
Where appropriate, source files should be shared (prop models, VFXProj files). 
The work *MUST* be your own (obviously you may use DA assets).
Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. 
As the entries are judged, local copies will be saved If your work is taken down.
If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name.  

Entries

1st Place - Spiders & Knives by BlackPhi


"First catch your client", to misquote Paragon Beeton.

It seemed a simple enough job: earn a few coins by clearing a wandering band of darkspawn out of a Lothering Knight's home. Except that the client has gone missing!


Spiders & Knives takes place in and around Lothering, so it needs to be completed before Lothering is destroyed by the darkspawn. The mod is suitable for any class - the main reward item at the end of the main path is tailored to the main player character.

As far as I can tell, the difficulty level is broadly similar to other Lothering quests, whilst the rewards are a little higher - although hopefully not to an unbalancing extent. The main quest path has around 30 minutes of gameplay; there is an alternative, shorter, path of around 15-20 minutes which also provides a nice item as a reward, but less gold.

To begin the quest, look at either the new Job Board in Denerim or the Chanter's Board in Lothering. You might also stumble upon the starting point of the quest whilst exploring around Lothering.

Note that this mod is silent. Instead of VO I have used timed silences, so I recommend you use subtitles.


Thanks To/Resources Used:

  • Nimee: for 'A place to call home', from CC5. With apologies for the mess the darkspawn have made of the place.
  • Lord Uber Dowzen (uberdowzen): for Arbither, from CC3-mini. Also Vaylise whose character's nickname I nicked for her.
  • Vaylise: The Valorous, armour from CC6.
  • Adonnay: Crow & Crane, twin swords from CC6.
  • Nattfodd: HjorrMikill, greatsword from CC6.
  • Helekanalaith: Knotwood Staff, mages staff from CC6.
  • Gisle Aune: Dagger of Ashyera's Cult, from CC6.
  • mikemike37: Warhammer, from CC6.

Note that whilst I have used the authors' models for these items, the actual items are mostly my handiwork - so if there's anything wrong it's likely my fault not theirs.

  • Sunjammer: CC7 Framework, including the new Job Board, and his Builders' Guide.

If I've forgotten anyone, please let me know.


Spider Web Knives

Look what they have done to my home! Storage Chest

Judges' Comments

mikemike37

  • Well-rounded pair of short quests which fit in great with main campaign.
  • Nice to see so many community contest entries in here!
  • Really liked the messed up place and being able to use it throughout the rest of the game as a player house with storage.

Sunjammer

  • Perfect example of the type of module we had hoped CC7 would produce.
  • Nice use of the camera angle to hide the engines limitations in the cutscene.
  • Great (if slightly OTT) characterisation for Ser Arbither: I hope someone gives you the VO it deserves!
  • Nice to be able to attempt to keep the swords (lie/threaten) however, while fun, the consequences seem somewhat unrealistic. Perhaps you could explore alternatives that don't end in a pitched battle with the Templars in front of a bunch of disciples and refugees?
  • Since the player is thrown straight into combat when entering the manor it would be helpful if Ser Arbither warned the player to be ready and gave them the chance make preparations.
  • I didn't even realise the house was available until I read mike's comments! This is a great addition so it could probably benefit from greater emphasis in game (I don't tend to read the final journal entries).

2nd Place - Eye and Shadow by Mengtzu

For Players:

  • Challenging encounters designed to teach key skills (focus fire, target selection, burn phases and positioning) - though easier and a bit more accessible than my standalones.
  • Tuned for geared, high level parties, but accessible early to any looking for a profitable challenge
  • Supply-based rewards scaled with level, intended to be conveniently imported to DLC and the expansion
  • A curious situation with some fun twists on Qunari and Elven lore.
  • A total of four possible resolutions to the adventure.

For Builders

While this odd little scenario may not appeal to all players, the .dadbdata should be of interest to almost any builder. The module features commented examples of some useful encounter design tricks and scripting practices, including:

  • Area heartbeats (timed encounter phases, periodic damage auras, boss health regen)
  • Creature events (damage mitigation based on phase, add spawns on death)
  • Solid basics like function and constant libraries, plot scripting etc.

CC Resources used:

  • Community Contest #1: Lord of Fangs ("Hakkon's Gift"/Eight Knots)
  • Community Contest #3: Vaylise ("Knives"/Anaris), uberdowzen ("Saarebas"/Kithshok)
  • Community Contest #6: Adonnay ("Crow & Crane"/Geldauran's swords)


Leliana against the spirits Geldauran

Judges' Comments

mikemike37

  • good creative story with beleivable canon and immersion.
  • really enjoyable boss fights which required a bit of thinking and a bit of skill.
  • regrettably, my sub-optimal party was entirely unable to defeat final boss on easy. pretty sure i wasnt playing "badly" (other than being sub-optimal). imo easy difficulty should always be available for frustrated players to fall back on to just "get it over with" once theyre fed up of getting beaten.
  • to address above, consider adding difficulty checks into area damage and regeneration script to soften up easy difficulty. im guessing these things have been hardcoded and do not scale with difficulty?
  • consider sending messages to the actively controlled character, rather than floaties over the main PC (who might be offscreen)
  • representing bunching/spreading by damage type was good, but this could be enhanced with a more permanent visual clue, like a red or blue aura from the enemy.

Sunjammer

  • Fully realised with great attention to detail and challenging combat: an excellent example for up-and-coming modders.
  • An abundance of lore delivered through conversations, codex entries and points-of-interest placeables.
  • Good NPC dialogue. Bonus points for including the companions although I can't really imagine Leliana ever addressing Alistair as "Ser Alistair"!
  • Good opportunity for the Player to role-play though sometimes the options all seemed to variations of the sarcastic/wisecrack option.
  • Nice to be able to side step the combat using persuade though being an obsessive persuader my first play-through was incredibly short (no combat, no tokens).
  • Setheneran keeps saying she can't assist but both she and Uthen got stuck in to each and every fight ... although that was just as well because I usually ended up with just one of my party surviving!
  • I found being jumped out of combat when fighting Geldauran rather disorientating: perhaps I am missing something there or something could be better explained.