Area Transition

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Floor Trigger (Transition)

When the player ventured to the Southern-Eastern end of the basement, he/she will find the crevice at the end of the make-shift passageway. How will he/she know if the crevice is traversable? There is really no way to tell. If this s a real adventure, a draft in the corner of an abandoned room will alert the player of the possible opening on the wall. In the game, a floor trigger showing a transition marking (appearing like a world map) will have to suffice.

In NWN2, a floor trigger that facilitates Area Transition will show up as a blue "world map" marking on the floor. (Area transition in NWN is invisible to the player.) Obviously, the blue "world map" marking was added to allow players to more easily identify the "trigger". I am guessing there have been some complaints from players about having to hunt for an area transition. (Personally, I preferred an invisible "area transition" trigger for a more realistic setting, as in NWN1.)

It would be strange to see a humongous "world map" marking on the floor pointing the way to a secret entrance, wouldn't it? In order to better "conceal" the area transition, we can reduce the size of the Area Transition and make it as tiny as possible. (Of course, it should not be so small as to become "invisible" to the players.)

[Note: To make a small area transition, and correspondingly a smaller "world map" marking, make sure the floor trigger you painted is small: as shown in the two figures below. A smaller floor trigger (left) will yield a smaller "World Marking."]






Once a player click on the "world map" marking in the game, he/she will be transported to the "linked" destination. In this case, clicking on the floor trigger (for the crevice) will whisk the player to the next area: the underground tunnels. One had to wonder, what creature lurks in the darkness of an abandoned underground tunnel? There is only one way to find out!


Area Transition









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