Welcome to Basher's End, the correctional facility for those among the adventuring fraternity who are seemingly addicted to the destruction of innocent doors (they just have to bash every single one they find). You have been sent here to cure you of this addiction.
Here in BE (as we like to call our establishment) you will find all manner of diversions from the annoying, through the amusing to the possibly lethal. Also, we have great satisfaction that our technology has now been made available to the wider community of world builders, both large and small.
Finally it is our proud boast that, up to this time, no one has ever escaped from here. So make yourself comfortable because you are liable to be here for a very long time.
Signed
The management.
This is just a selection of some of the doors from the probably never to be published module of mine "Bashers End". There are 43 of them in fact.
A few years ago there was a thread on the Bioware forums where someone was complaining about the number of PW's that they had visited where the buildings had no doors. This was because the PC's had naturally come along and destroyed them in search of treasure. Someone (Darryl Sandell) said that they had solved this problem on their PW. Whenever someone damaged a door they were polymorphed into a penguin. The routine that they used for this was also released in this thread (routine - sc_polydoor). This inspired me to come up with a whole host of other things that could be visited upon offending PC's. Unfortunately I had not learned enough scripting at this time to implement them. I did however add to the thread with this list.
A few months after this decided to build a module based on this list which I called "Basher's End". In the course of doing this I taught myself how to code in nwn script and found that there were some things that you just couldn't do (do you know how to drop a dead shark on some PC's head?). Anyway to cut a long story short, the size of "Bashers End" grew to more than I could manage at the time and so I abandoned it. Rather than allowing all the thought and work that into I have decided to release the code, blueprints etc. for some of the doors that I created, which is what you have here.
In order for you to try these doors for yourself I have included a demo module. I would suggest a level 5 fighter type for most of the doors except the one with a big red 'X' outside it, for which level 30+ is probably more likely to survive! To test a door simply walk up to it and use your weapon of choice to hit it. Have fun.
Thanks to
Darryl Sandell for their original sc_polydoor routine.
Jassper for their function to "Move a Location in a Specified Direction and Distance" which I have put into an include file and called "sc_inc_moveloc".
TR
Attachment | Size |
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![]() | 111.88 KB |
Winds of Change |
80% |
SoZ Overland Map Demo and Documentation |
95% |
Nihil Trilogy: Awakening |
92.5% |
FRW Character Creator |
98.6% |
UNDERMOUNTAIN- Maddgoth's Castle |
84% |
The Last Days of the Raven |
93.3% |
A Fairy Tale |
80% |
The Cursed Land |
82% |
Crimmor |
98.3% |
From This Comes Strength |
98.9% |