New Area Names

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Xenast
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New Area Names

Post by Xenast » Mon Jul 05, 2004 12:06 am

I want to rename all the maps in Act 1, but am having trouble comming up with good names.

In case any of you are wondering, I am renaming the maps, adding new levels and shuffeling around warps in the Act to make it so you actually need to listen to the NPC's and read the quest log to get around. I always hated how after the first play through I knew exactly what to do without even glancing at any text.
Last edited by Xenast on Thu Jul 29, 2004 2:49 pm, edited 1 time in total.

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Phrozen Heart
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Post by Phrozen Heart » Mon Jul 05, 2004 12:51 am

Well if you're keeping the appearance pretty much the same as vanilla then doing it logically isn't that hard if you aren't too specific about them.

Personally I'd run up a quick list of prefixes and suffixes and see which ones go best together.

eg.

Prefixes
Bedeviled
Bewitched
Blessed
Cold
Cursed
Dark
Doomed
Enchanted
Evil
Fiendish
Gloomy
Haunted
Infernal
Lost
Mysterious
Perilous
Spooky
Tormented
Treacherous
Unholy

Suffixes
Copse
Field
Flatland
Forest
Glade
Grange
Grove
Homestead
Hollow
Meadow
Moor
Pasture
Plain
Plantation
Prarie
Thicket
Timberland
Weald
Woods
Woodland

Technically that could give you up to 400 combinations to get started with :)
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Xenast
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Re: New area names for Act 1

Post by Xenast » Mon Jul 05, 2004 1:02 am

Well, most linked outdoor areas like Stoney Field, Blood Moore ect will keep their original look, but preset DS1's like Tristram, Cat lvl 4 ect will all have overhauls in appearance.

Anyway, that list will work perfectly, thanks :)

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Post by juma87 » Mon Jul 05, 2004 1:30 am

hey, if you don´t mind(i guess you dont), i will use some of the names herein :D(almost for the same thing)

i made an excel table with all the possible combos, if you are interested, contact me via msn messenger so i can give it to yo
sorry 4 my poor english, im argentinian!
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Post by Phrozen Heart » Mon Jul 05, 2004 1:45 am

Well I guess at some point, a more comprehensive list (perhaps for all acts) could be created if anyone would be interested?
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Xenast
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Re: New area names for Act 1

Post by Xenast » Mon Jul 05, 2004 2:06 am

I'd be interested in seeing a comprensive list for all acts (and I would make good use of it too in the later stages of my mod), although I am not good with names so I wouldn't be able to make it, only imput a few names.

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Post by juma87 » Mon Jul 05, 2004 2:39 am

i´d be interested too, maybe i could mail phrozen the xls i used for the table
sorry 4 my poor english, im argentinian!
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Re: New area names for Act 1

Post by Phrozen Heart » Thu Jul 29, 2004 2:48 pm

Better late than never ;) This list should give you about 3000 combos which should definately help area naming issues somewhat.

PREFIXES
Ancient
Arctic
Arrid
Barren
Bedeviled
Bewitched
Black
Bleak
Blessed
Brutal
Chilling
Cold
Consecrated
Cruel
Cursed
Dark
Demonic
Desolate
Dismal
Divine
Doomed
Drab
Dreary
Dry
Dull
Dusky
Dusty
Enchanted
Evil
Fallen
Fiendish
Forlorn
Frigid
Frosty
Frozen
Glacial
Gloomy
Hallowed
Haunted
Holy
Icy
Infernal
Lost
Murky
Mysterious
Obscure
Overcast
Parched
Perilous
Polar
Revered
Sacred
Sinister
Somber
Spiritual
Spooky
Tormented
Treacherous
Unholy
Wicked



SUFFIXES
Backwoods
Badland
Boscage
Chaparral
Copse
Desert
Dune
Embankment
Falts
Field
Flatland
Forest
Glade
Gorge
Grange
Grove
Highlands
Hollow
Homestead
Jungle
Labyrinth
Lakeshore
Maze
Meadow
Moor
Morass
Pasture
Pit
Plain
Plantation
Prarie
River
Riverbank
Road
Sands
Scrub
Settlement
Tangle
Thicket
Timberland
Undergrowth
Valley
Waste
Wasteland
Weald
Wilderness
Wilds
Woodland
Woodlot
Woods
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hert
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Re: New Area Names

Post by hert » Mon Aug 30, 2004 11:30 pm

Swamp
Caves
Caverns
Depths
Mountains
Peaks
Lot

Spooky
Sacred
Forbidden
Vacant

Those work?

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Hygiliak
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Re: New Area Names

Post by Hygiliak » Tue Sep 07, 2004 5:43 pm

Prephixes:

malefic
petrified
plagued
pestilent
desacrated
crippled
ancestral
shivering
crystal
demolished
ruined

Suffixes:

walkway(s)
iceway(s)
marshland
tunnel(s)
passageway(s)
heights
temple
ruins

Hope I helped
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