The Moonlight Path - Neverwinter Nights Adventure - Artistic team needed!
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    The Moonlight Path - Neverwinter Nights Adventure - Artistic team needed!




    The Team is currently searching for:

    To accomplish all our visions, we need talented, eager and devoted people to join our ranks as follows:

    Area Builders:
    Mostly seeking Indoor area makers, but we need Outdoor builders as well, since we have lots to learn with the new NWN2 Toolset and many
    areas to be done.

    Voiceactors and actresses:
    Able to stand out as a voiceactor and add emotion to the lines spoken, be convincing.

    Web designers / Web Masters:
    Able to make us cool webpages, put up forums in there and make the site interactive with everyone visiting there. Minor flash animations required.

    3D-artists:
    What we require from the 3D-artist(s) is as follows:
    - Experienced in NWN modelling a huge plus
    - Must be able to show his previous 3D work
    - Must be active member of the crew as much as the others of the whole group are
    - Must be able to animate objects/characters with ease
    As an 3D-artist you would mostly make Still 3D pictures, 3D objects, 3D loadingscreens, models, etc. As an
    3D-animator you would be assigned to do Animated objects, animated models, original 3D-art for the module.

    2D- Artists:
    What we require from the 2D-artist(s) is as follows:
    - Variety in coloring, style and characters
    - Great eye for lush colors
    - Atmospheric work
    - To accomplish desired visions in own respective style that still looks according to the descriptions given. Of course, we love all art so it needn't to be just so.
    As an 2D-artist you would be assigned to do Portraits, textures, cutscene art, loadingscreen art and character design, working intensively with the Lead Designer.

    Scripters:
    What we require from the scripter(s) is as follows:
    - Very adept at NWN scripting.
    - Adept at scripting anyway, willing to work with NWN scripts, without them we can't do anything.
    - Must be able to show his previous scripting work (or a portion of it at least).
    - Must be active member of the crew as much as the others of the whole group are.
    As a scripter you should be able to make the world more vivid, make the quests work, add actions and other scripts for NPCs and other characters, environment, triggers, etc.

    *Please be prepared to send/show your previous work for us to evaluate.*
    **Eventhough there is no money involved in our project, if not later in the future, this will look damn good in your portfolio, we assure you.**


    If you are interested in joining our group and accomplish all this, do not hesitate to contact us! Best way to contact us is sending mail to me at weltanschlauung@gmail.com or by coming to our IRC (www.mirc.com) channel @ quakenet on channel #moonlightpath

    Thank you.
    Markus Elo - Lead Designer / Founder

    PS: Participation wont include any monetary compensation unless we somehow get money from the module or funds. Plans of selling The Moonlight Path art as posters or by other possible mean to support every artist! This might change in the future, but now we cannot offer any monetary compensation. More questions about this, please direct to weltanschlauung@gmail.com. Thank you.

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    - INTRODUCTION -

    What is The Moonlight Path ?

    The Moonlight Path is a custom-made Neverwinter Nights 2 module set in the Forgotten Realms, Faerûn. What we are about then, you ask? We are making a tremendously huge module which we believe that will break through quite nicely within the community. The Moonlight Path is intended for SinglePlay module for the time being. Thoughts of making it later on as a Persistent World module exist, but no solid plans for that are made yet.

    The story is divided in 6 parts, 6 individual modules that work as 3 prologues, 2 main stories and an Epilogue. Why we did this, is solely because of the magnitude of every chapter. Formerly we were to do it in 3 parts, but we noticed it to be too much to do at once. Dividing it in 6 parts makes it actually more interesting and we can alter the story easier, without working on many things again due to the change.

    We have a lot of, we assure you, unique features in our module and we are sure that they are most pleasing for everyone playing the module through. Also, we aim for a long lasting replayability, adding features for Good, Neutral and Evil. But that is not all of it, oh no. We are going to have sub-plots for every class and race, which will have impact on the whole gameplay. Also possibility to play proper evil character is possible. You no longer go on the same path as everyone else, where's the fun of that?

    Also, we have alot of encounters out there in the wild, where you learn that there are other people living out there than you just yourself. We have people, lost, evil and in need of help out there, common people, other adventurers, everything. For example, a man who lives out in the wild, the cold breeze of the becoming winter constantly blowing its cold breath upon him. He is afraid of a spirit of a long dead mage, whose experiment went quite wrong, to say the least. Dark secrets of deepest of woods or a perverted of a dwarf peeking upon the not-so-hairy elven girls bathing...oh please, who ever claimed that dwarves were not shunned by their own female companions?

    Every NPC are very charateristic and even romance is possible with more than 4 males and females (this is due to change in time, of course)! The NPCs are all designed so that they will not tolerate everything you do, or everyone you have in your group. Just like in Baldur's Gate series, for example.

    We try to harvest every clisché away from our module, and if we have clischés they ought to be sarcastic. The world lives as you live it, it is affected by your actions, or lack of actions for that matter. Actions have consequences and you don't need to be evil the whole game if you don't want to, nor do you have to be good if you so first thought of. We will have a huge amount of deciding factors within the game, some obvious and some not that obvious. Choise is yours to be made.

    We heavily base the whole adventure on roleplaying, this is not some run and kill monster hunt . Quests and roleplaying are what gives you the experience, not endless mutilation of orcs and goblins.

    The whole team is based on trust, large amount of working, and first and foremost solid teamwork. We are seriously making this module and we want the result to be mind-blowing. Even without any kind of monetary compensation, we shall pull this off, no matter what.

    If people want to join our team, we are most indulged to recruit you in! Scripters, 3D/2D-artists, composers, voiceactors, webdesigners...anything people can offer we will gladly grasp for it! We are fun people to work with, this is a proven fact by numerous people saying so. We are to polish this module as clean as we can, testing every bit of it to the bitter end.

    We will have over 700-1000 pages, if not more later on, of good and emotional dialogue in the first part, of which we aim to have at least 50% spoken by our numerous voice actors and actresses alike. We will also have totally new, awesome original score by our 3 talented composers!! Also we provide new loadingscreens, plethora of cutscene art and a legion of new high-quality portraits.





    Still not enough? Well, what if we told you that we will have 30hours+worth of interesting gameplay to offer as well, per module! The whole project aims for artistic talent ranging from voiceacting to a plethora of 2D & 3D-art and musical compositions. We shall give you a visually astounding experience. We also have over 60-100 areas per module to explore and more is yet to come! Everyone of them is highly detailed, no more empty areas with few trees and couple shacks scattered randomly.

    What of the atmosphere then? Very dark, chaotic and even insane at times, oppressive and brooding. But also very calm and tranquil, dramatic and even romantic! And never forgetting extreme jokes or dark humor. We offer as much as we can muster, for every desire.

    Also regarding to the atmosphere, we have 3 professional composers who will create soothing and fast paced music for the module, which will
    be later on performed with a live orchestra, if we manage to get sponsors and monetary support to get the orchestra and other things related to recording the soundtrack. For it won't be cheap process. By this - and other aspects of the module - we try to bring the community something that they never
    thought of seeing! We want to show people that if you want and try enough something you love, you will attain it.

    Other features will include memorable, vivid and charateristic henchmen. No more those sell-swords who join you just for the sheer fun of it, but henchmen you will notice that actually have lives of their own. Think of Baldur's Gate as a great example of what we are about to give to you for the henchmen and the overall feeling of the module itself.
    Ambitious? Hell yes it is.

    You shall walk through highly detailed areas that are full of life and are lush. Tranquil towns and splendorous cities filled with new kind of sounds and vivid people. Every area have been worked in a painstaikingly long procedure, varying from 2hours to over 60hours of work per area. How do you like that!?

    We welcome you to set out upon your own path, craft your own destiny and become one with the world we have created for you to experience! We offer the community a dedication of over two years of work, which we owe for the very community itself. This will be an experience you shall never forget, we'll wager!

    Welcome to
    The Moonlight Path


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    "The Moonlight Path - Part I: Prologue:The Beginning of the End..." Game Information:


    Plot Summary


    Ok, and then to the Plot, so that people actually get a small hint of what
    the whole thing is all about.

    As the whole story is divided into 6 parts – 3 Prologues, 2 main stories and an Epilogue -
    the story is huge and complex. But let's give a slight understanding of the very first Prologue
    that opens the doors into the world of The Moonlight Path, set in Forgotten Realms.

    First of all, you start the game in 3 different ways, depending on your Alignment.
    We didn't go as far as Temple of Elemental Evil to make 9 different openings to the story
    for all Alignments, but we sticked with the prime 3; Good, Neutral, Evil.

    It's sort of hard to describe the opening plot without spoiling or giving away too much, but
    let's see what I can make out of this...for now.
    This might change due time.

    The story begins, as a tribute, from the glorious City of Baldur's Gate.
    How it begins depends on your Alignment, so I leave them as a mystery, just to
    tease you all.

    You very soon learn that your father is cold-bloodedly murdered and after a series
    of strange events and revelations of the impending doom around you, you set out
    to the night, escaping the City as your only choise. You have a friend, the only one
    you know well enough to trust him fully in the nearby town of Elturel. You head
    towards the town, danger following you with every step taken....

    After many more events, strangest of things start to happen and suddenly you notice
    yourself to awaken from a place most unknown to you. It is cold, the trees aren't the same
    nor is the air. Where is everything you know, the surrounding of Baldur's Gate and Elturel
    that you so very well know...

    Oblivious to your surroundings and everything that engulfed you those 2 nights, you are alone...
    broken, damned and drained. You set out to seek your path, seek answers and learn why everyone
    and everything was betrayed... and why was your father murdred.

    ...A faint snowfall pours down from the partially clouded sky and you set out to seek answers, to
    seek yourself.

    * Player shapes the world and people around him/her depending on actions, company
    and other things. Most of the deeds have impact somewhere in the world, people change
    when they travel with you. Forget linear gameplay, for there is none in The Moonlight Path,
    unless of course you make it so...

    The path between alignments – and afterwards depending on your actions taken – is made
    different, to make the game much more intense, interesting and complex. This also adds
    alot to replayability and variation.

    * As inspiration, think of Fallout/Fallout2. You are alone in a vast world, knowing nothing
    of where you are or where to go, whom to trust. Desperation, gloom hovers all around you,
    that is the feel I want to give to the players from the start!


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    - Other Info -


    Gameplay hours:

    25-35hours.

    Single or Multiplayer:

    Singleplayer.

    Making it multiplayer/Persistent World module at the moment would risk many things, and it is not essential
    at this point yet, as the story evolves the PC and her choises made. As stated above, we still got excessive plans
    in making the module for Persistent World purposes, though with a different story line and dynamic for PW purposes.

    Roleplaying:

    Heavy, true Roleplaying. That's what you are rewarded the most for.

    Not much to be added to that, I think.

    Hack & Slash:

    Medium or below average, depends on how you roleplay your way through.

    Of course, it is a huge part of the adventure, confronting enemies in the hostile environments
    where the module will take place, so you won't be left without vigorous battles, blood and gore!

    Scope:

    Huge.

    Why? Because the story is like huge, simply put.
    There are 50-100+ areas per Chapter, so you can expect many areas from wilderness to caverns, astral and what not.
    Worry not, all the areas contain points of interest and well detailed environments, atmosphere and of course what makes them
    the most vivid, our Original Score put to life!

    Content Rating:

    18+.

    The module contains everything that the whole dark, Medieval Era of our world contained;
    Blood, gore, battles, mutilation, rapes, excessive violence, certain drugs, alcohol, somewhat raw language (nothing modern though,
    as they were not part of that age), graphical violence, disturbing scenes and oppressive atmospheres.
    If you can't take it, don't play the module, or at least don't blame us. We are aiming for realistic view of the world played through a game,
    just what it was and what the world is even today; brutal and filled with chaos.

    This is not to inspire anyone to do what the game shows, we are not aiming to agitate anyone or inspire anyone in bad manner.
    As stated above, we take extensive inspiration from Fallout series and older games, when game designers had the balls to do something different.

    Language:

    English.


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    The Team and Contact Info:


    Lead Designer Markus ”Azz`Taruth” Elo: weltanschlauung@gmail.com
    Homepage: Coming soon


    Joint Team:

    Design
    Founder / Lead Designer / Organizer: Markus ”Azz`Taruth” Elo
    Team Manager / Designer: Nico

    WebLORD & designer: Betty

    2D Art
    Lead 2D-artist: Mikko
    Concept Artist: Jenni
    Second Concept Artist: Markus Elo

    3D Art
    Lead 3D-artist: --
    Lead 3D-Animator:
    3D-Concept Artist: Antti

    Music
    Lead Music Composer: Marius
    Music Composer 2: Adam
    Music Composer 3: Steven

    Ambient and SFX
    Ambient and SFX Lead composer and Producer: Miika
    Ambient and SFX 2nd composer and Producer: Markus Elo

    Scripting
    Lead Scripter: "Dedo"
    Scripter 1:
    Scripter 2:

    Solo Instruments and Live Music Performers:
    Live Orchestra and Choir: -- (This MIGHT happen, don't count on it, it's just a thought IF we could manage to get an Orchestra/Choir.)
    Solo Soprano: Mari Sevonen
    Solo Tenor/Baritone: Vladimir Lumi
    Solo Cello: Markus Elo

    Voiceactors and Actresses:
    Voiceactor 1: Markus Elo
    Voiceactor 2: Domien DeGroot
    Voiceactor 3: Jay V
    Voiceactor 4: Edwyn Tiong
    Voiceactor 5: Brandon Cassinelli
    Voiceactor 6: Vladimir Lumi
    Voiceactor 7: Soini Amiot
    Voiceactor 8: Joni

    Voiceactress 1: Haku Kaen
    Voiceactress 2: Betty
    Voiceactress 3: Eerika
    Voiceactress 4: -

    Guest appearances and Performers:
    - Sami Boman composing the Credits Song for the Mod, from the band Silentium !
    - Vladimir Lumi performing voiceacting and contributes his opera singing for the mod, from the bands Aberrant Vascular, Sinscription, Thaurorod !
    - Mari Sevonen from the finnish band In Memorial is contributing her voice for the mod as a Solo Soprano
    - A Finnish band For their Memories is contributing one massive song for us !

    Sponsors:
    None at the moment

    Sincerely,
    The whole Moonlight Path team.


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    - The Moonlight Path - Art Department -


    The Official The Moonlight Path Poster [c] Mikko Jokisalo



    Character/NPC Portraits [c] Mikko Jokisalo, Björn Hurri



    3D-Art and Design [c]Antti Rantanen




    Character Design [c] Jenni



    Portrait design [c] Markus Elo













    Last edited by Malavon Despana; November 17th, 2007 at 01:19 PM.
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    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

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    THE MOONLIGHT PATH - Neverwinter Nights 2 version - Update

    THE MOONLIGHT PATH - Development & Developer Diaries


    The Moonlight Path
    Developer Diary I
    Markus Elo
    10.07.2007

    ------------------------

    The first words to get to know the very madness that lurks within our heads, "The Moonlight Path" crew and what it is like. So, where to begin? Much has been done during this long, long journey, yet so much needs to be done, but we are in a very good proportions now. All the ideas and areas are taking a good shape now and much more will be done, crafted to perfection and lots of things, peculiar or not, will be added into every area made. Lots of both time and detail as well as utter devotion has been put into these areas, as well as many kind of otherworldly pills mixed with coffee that help me to see much different colors to make the areas look even more whacky!!! ...*ahem*...

    Scripts are yet missing from, well every area and people tend to stand nude on the streets....due to the fact that the people need to be properly dressed as well as scripted with dialogue and what not. And that too is to take proper shape as soon as we get some people who actually
    can do scripting work for us.

    As to what comes to the story...well much cannot be said without spoiling, but the main idea is that almost nothing is predestined to happen to you, since we wish to make this a free, independent module for players who can feel that the world of Faerûn IS alive and actions tend to have consequences and being evil means that you damn well are an evil, sick bastard...or so. And when you are Good of alignment it means that you are a good one. But of course, we have thought this in a not-so-restrictive of a way. Since there can be many chances when something just seems too good of an offer, tempting is so great and all....one can always stray from the path chosen, one needs not to be Good all the time in the game. This of course brings variety as well as complexity to the module. Both good and evil can shift into another alignment at some point, we promise. Not forcefully, for that would be rather unrealistic, no? Story takes shape depending on as to HOW you play the game. It is not going to be just that simple that we have a character whom to talk with, then you have a chance to do either a good deed or a bad deed with the SAME person, no no no, absolutely no, we have at least two, and more, different characters with whom to talk with, depending of your motives, actions, deeds and all. Simplicity has never been a perk in games, I give you that.

    Homepages are under construction and when done, screens, concept art, characters, areas, locations and all things peculiar from the maddened team members are going to be available for you(you...who you? As if anyone else played this module 'cept we ourselves, pfft) to plunge through. And NO, we are not going to implement some heavy characters such as Elminster or Drizzt to pop out from every orifice to greet the player, or the like, for exaggerating the game would be preposterous and lame. We've seen them both already in Baldur's Gate, no need to put that much tribute from one game. Powergaming - fear upon thee fighter class!! - is quite the much impossible and those who don't accept consequences, were they heavy or not, with save/load style of playing might as well leave the game unplayed. For by doing so, one only ruins that of the ultimate pleasure of surprises and that of our creativity(hah!) to make the module even more interesting and real.

    That much said should be enough for the time being, next developement diarrh...err, diary should be out very soon since I am ever-willing to write my own thoughts, perspectives and what not maddening for everyone to feast on. Think upon these facts and be sure to check out on us from time to time.


    Markus Elo – Founder / Lead Designer.


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    The Moonlight Path
    Developer Diary II
    Markus Elo
    15.07.2007

    ------------------------

    Hello everyone! In this developer diary of mine, I tell you about various things I am in charge of and what are both the difficulties and enjoyments in dealing with the areas and the toolset anyway. Also I include little possible hints and small bits of information what to expect when working with toolset and what to take notice of.

    I am solely in charge in making all the areas for the whole module. What I would think for the time spent in the overall tampering with the areas would be close to...250hours? If not more. But now I need to rework all the areas, as the module will be converted fully to Neverwinter Nights 2 format. It requires a lot more time, but the result is immeasurably awesome! The lush and more vivid landscapes the new Toolset provides us is beyond imagination!
    I am quite happy with the result of every area made so far. I also provide our Lead 2D-artist, Mikko Jokisalo, with portraits to be colored by him and he also does portraits himself, the most are his own doings. Plot-line, quests and characters are mostly my doings. I take care of many things, as a project leader should do, though I am not saying it to be easy task, oh no. So far so good.

    So, The Moonlight Path adventure is quite the much taking the very final shape by design and many aspects of the module tested multiple times and thoroughly checked out for any possible misplacements and what not. I've been working on every area the most I can muster out of myself, trying to perfect the areas not just to please that of my own eye, but everyone who are interested in adventuring through the vast world created for them. My aim in making the areas are astounding environments with a vivid feeling. I want to make places that every player enjoy just walking through or take time to enjoy all the things implemented within them. Especially, if we are to extend The Moonlight Path into a Persistent World campaign, I want to make sure that people have great places to walk and chat together.

    Even if it means that not every area possibly contain any hostile encounters, or encounters at all for that matter, I am sure that players will enjoy thorougly in just...well, adventuring through a lush enviroment, as it should be. But of course, something can always been hidden within the unsuspecting trails of adventure.

    What of course takes time the most is simply making the areas so that they have authentic and lively feel to them, implementing every sound carefully to be heard by the player in certain time, putting every piece of shrubbery among the trees and all that. Also testing the areas for the very reason of finding possible levitating objects, misplaced atop another object, checking if the area is too full of object, eating the RAM out of the computer. See to the lightning effects and carefully listen to every sound you have put in, for you wouldn't want to hear the sounds meant to play during daytime when it's midnight, or the like.

    Don't make the areas too obvious, unless that is the very intention of yours. Blocked routes, cave entrances to get to the other side or just to distract the player are all good things to add into areas. For an area with a road that anyone can follow to reach the desired destination is not that good always, it kind of eats the sense of adventuring.

    Ambushes are always good thing to stirr up the player from admiring the view and to get him to some action, rather than placing the monsters waiting for the player to see them and actually ambush them, as it should be the other way mostly. Make the animals do something, rather than just putting the somewhere near a river bank to sit there through the course of the whole module.
    All things realistic are a great add to the overall feeling of the module.

    Areas should have beauty within them, even if it meant a sole, desolate desert lands.
    It's undisputedly horrid to walk through areas with plain soil elevations and few trees here and there. It's a no no for every area builder. You can add cacti, shrubberies, shamrock, few trees more, possible ruins of a long dead town or the like, and you will most certainly have much more enjoyable area than what it would be with the mere two trees and dozen of cactis.

    Keep in mind that there is a limit in working with the areas. If you get excited with a certain bunch of trees and you want to add them to every corner to make the area look overly lush and lively, don't do that. Sure, it looks cool and nice but go ahead and test the area with 300+ trees, 150 shrubberies, 60 NPCs with multiple scripts and actions on them. It all stacks up to the point where the gameplay is slow, irritating and utterly killing the computer. It doesn't work, and think of the loading times as well.

    I cannot deny that I have some such areas that quite the much are heavy, to say the least. But I am still working on them, continuously testing them to see if they make my computer spew flames out from the processor or if all runs smoothly. Small bumps in gameplay are not killers, but continuous bumps are irritating and tends to infuriate the players.

    I shall talk about future endeavors conserning Toolsetting, The Moonlight Path and other possibly interesting things I want to share with everyone. Time to stop blathering and git meself back to work, eh. There's still much to do and much to talk about. Next time more to the developing aspects of mine and other stuff.

    Until we meet again.

    Markus Elo – Founder / Lead Designer.


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    The Moonlight Path
    Developer Diary III
    Markus Elo
    xx.xx.2007

    ------------------------



    -------------------------------------------------------------------------------------

    The Moonlight Path
    Developer Diary IV
    Markus Elo
    xx.xx.2007

    ------------------------

    Last edited by Malavon Despana; October 29th, 2007 at 07:24 PM.
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    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

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    Last edited by Malavon Despana; October 29th, 2007 at 09:26 PM.
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    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

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    Last edited by Malavon Despana; October 29th, 2007 at 09:26 PM.
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    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

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    Last edited by Malavon Despana; October 29th, 2007 at 09:25 PM.
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    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

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    Last edited by Malavon Despana; October 29th, 2007 at 09:25 PM.
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    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

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    Last edited by Malavon Despana; October 29th, 2007 at 09:27 PM.
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    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

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    Last edited by Malavon Despana; April 5th, 2008 at 12:19 PM.
    Sketchbook

    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

    The Moonlight Path - Neverwinter Nights 2 adventure - ModDB profile.
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    Last edited by Malavon Despana; April 5th, 2008 at 12:21 PM.
    Sketchbook

    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

    The Moonlight Path - Neverwinter Nights 2 adventure - ModDB profile.
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    For updates, check the following link:

    http://www.moddb.com/mods/10678/the-moonlight-path


    This conceptart thread will not be updated anymore, ever again.
    Thanks for all the support, though!

    Markus.

    Last edited by Malavon Despana; May 23rd, 2008 at 11:42 AM.
    Sketchbook

    "Death and Chaos - all will be here, and nobody else will see the day nor the sun again. Therefore, I'm on the Moonlight Path. Oh! World! I'll dance on your grave."
    --------------------------------------------------

    The Moonlight Path - Neverwinter Nights 2 adventure - ModDB profile.
    Reply With Quote Reply With Quote  

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