Abandoned [WIP] Archives - These Maps Need Mappers!

Thothie

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...and just for a tripple post...

Thought I'd mention, as I neglected before, that the more transitions to no where you manage to stick in these maps the better (well, within reason).

My suggestion for transition is to either:
a) Make a transition to edana and then rename the entity to disabled_msarea_transition
b) Make a trigger_multiple that covers the area where the transition would be and have it fire a game_text with a 'to be continued' message

This way we'll be able to branch off from these maps easier later - but we'll still be wanting sources for the archives for future devs / changes.
 

evilsquirrel

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i'll keep that in mind thothie ;)

can i get a location of where bloodrose is supposed to connect to the main MSC world? is it that northern transition in thornlands? :O
 

Crow

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YOU DONT GOT TIME TO MAKE A PROFILE
Where would you like to connect to wicardoven, so i know how to re-make the gate entrance?


EDIT: Thothie, if you see this before i can bug you on im, I have run into a strange problem. The edana->wicardoven thing works like you said with the bsp, but when i compiled the rmf without making any changes, it crashes during the change. I can't remember if you told me the rmf is newer than the bsp...


EDITEDIT: Removed all orcs = fixed :oldshock:


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evilsquirrel

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i think wicardoven should connect to heras, at that boarded up door...that door always pissed me off...I WANT IN!!!!
 

Thothie

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can i get a location of where bloodrose is supposed to connect to the main MSC world? is it that northern transition in thornlands? :O

Yeah, I'm thinking 'round there just judging by the landscape. You'll want the difficulty to be around Daragoth levels accordingly - but you can ramp it up much higher as you penetrate further in. (that dome on the top could have just about anything)

Little G had me re-add the dq/findlebind quest, which works with the Kodiak now (monsters/kodiak = 2000hp bear). I've not tested it, but Bloodrose seems a good area for it.

i think wicardoven should connect to heras, at that boarded up door...that door always pissed me off...I WANT IN!!!!

That's a thought. It'll connect to whatever the front end is re-designed to connect to. Prelude2 and Heras are tricky, as we don't have the sources (it's all ripent), but I can do it, so no worries.
 

Thothie

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This is now the official thread of Thothie's mass double posting. (crow and foamy should see last post on previous page as well)

For those of you who have the map developer's "beta-leak", there's an error in the readme:

monsters/orc_shaman_turret

should read:

monsters/orc_shaman_fire_turret

May have more varieties of shaman's later. (orc_shaman_elder certainly, eventually)

Other things I failed to mention that you might find useful:
weather control: spawn one of these NPC's to make weather:
weather/make_snow
weather/make_rain
weather/make_storm
weather/make_clear

Of those, only make_snow has been tested, works fine. You *may* need to make sure they don't spawn until players are on the server. (Maybe delay 10 seconds after player_joined)
 

evilsquirrel

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so, theres no source for heras?

hmmm...if i got realllly bored i could probably decompile and re-construct it properly by deleting sections and replacing them with normal things...

but thats pretty low on my to-do list
 

evilsquirrel

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bleh...i'm bored...got out of my c++ class 2 hours early and i cant get a ride home till 5 -.-;;

i'm thinkin of installing hammer on my account here.....or perhaps an external hard drive....or flash drive...wonder if it'd work off of a flash drive...?

anyways, once i get home i'll be adding in the 'special' features of the outpost...by the way thothie...would it be possible to get a fix for the helena archers, so they dont follow you around all the time? (haven't tested them in the pre-release patch). i might also add a (small) reward in the outpost, something like an underground store room, or an armory, where the guy lets you in after you fend off all the orcs/trolls.

once thats done, gurlas has informed me that he's worked quite a bit on bloodrose...so i'm going to add him to my msn messenger and talk to him about that, i'll get the source for it...look around, make modifications where necessary, compile and test a few times, etc...should be finished by the weekend (i hope).

after i've finished with that, i'll make a vote on my next project...since i presume people will want the real reward for foutpost to be useful sometime soon...

the vote will be town/castle VS orc stronghold/???

i'll go into more detail on this later.
 

The Man In Black

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Squirrel, why aren't you driving the jeep?
 

Thothie

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by the way thothie...would it be possible to get a fix for the helena archers, so they dont follow you around all the time?

Meh, I should redo their script from scratch. I'll have to look into it.

once thats done, gurlas has informed me that he's worked quite a bit on bloodrose...so i'm going to add him to my msn messenger and talk to him about that, i'll get the source for it...look around, make modifications where necessary, compile and test a few times, etc...should be finished by the weekend (i hope).
Keep him busy and off my IM, and I may actually get something done. ;) (j/k)

Little G's ideas for bloodrose are rather, how shall we say, "young at heart" - however he did come up with, what I think, is a fairly good idea of restoring the Findlebind bear quest there. (Trading Murmur for Kodiak.) Looking at what he sent me he did at least did an *okay* job of setting up the monsterclips for ya (although I personally wouldn't have put them all the way up to the sky, as he did, lest you got flyers involved.)
 

Thothie

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I dun think you need to monsterclip hawks. ;)
 

Gurluas

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well in my 1.3 map i remember they flew off the map...
thats why i made it...beside some monsters...tend to jump high...(bludgeon for example...even if its not outdoor...but meh)
 

Thothie

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I tease... Just makes the map hard to navigate in Hammer. 'spose could just hide em all, but they aren't grouped.

One thing you should do with all of these, is consolidate them into one entity (at least, all the outdoor monsterclips). Entity consolidation reduces lag and potential for BD. Use "map->entity report..." to do this. Send them all to world first, or you may corrupt your RMF with empty brush ents.

Also most of these monsterclips are potentially buggy, as they cut through the solids in odd ways. It'd be best if the monsterclips snapped to, and followed the cliffs they run along, leaning 16 units into the path. (Although a boar in charge may peirce through that- but no big deal)

I keep meaning to make myself an aa_monsterclip texture, it'd help orginize things a lot. I got aatrigonce aatrigmultiple and aahurt already, so... Meh...

I'll convert that MIDI to MP3 for you, since it's something I can do while scripting...
 

Gurluas

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ok monsterclips done also made the mp3 song...tell me what ye think
 

Thothie

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I just thought I'd make it clear that WICARDOVEN is availble to be worked on again. I've not looked at Crow's source (much less for his leak) but you maybe interested in using what he did with it, if you think you can hunt down mystery leaks (he's officially abandoned that project). J-M is now working with the Source team (I hope) - so this project is open to takers once more.
 

evilsquirrel

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if you want - i could hunt down the leak :\

or i can just give instructions....


make a big box around the map - disable all the light sources inside the map, and put BIG PURPLE LIGHTS outside the map, then run around (with a torch so you can see) and look for purple, then when you find some purple light leaking through..cast glow to figure out where you are - go back to hammer, and fix.

rinse and repeat until all leaks are gone.
 

Thothie

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J-M v2.5.5 said:
Or you can use the .pts file and find the leak using the real method.

What IS the "real" method anyways? Seems you used to be able to track them down in Software mode with the pointfile, but it also seems that no longer works in Steam. :?
 

PBarnum

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dont use the .pts file. instead, use the .lin file. .lin file does not have 3 lines going everywhere, instead it only has 1
 

evilsquirrel

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i use the "im gonna make a big block and do fast compiles till it works, then shrink the block till i find the stupid leak" method.
 

Netrogor

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Hmm... lol :)
I could try mapping again (I haven't made any since the last one I did for MSC here some years ago. I never released it because it was a death trap for players. Open box, so lots of lag, with lots of super monsters whom you COULD NOT run away from: course I couldn't *& still can't really* make stairs so or slopes so I never put forth an effort into mapping)

There's my REALLY long explanation why I haven't mapped in a long time :D
Although I could try again in a heart-beat just to give me something to do, and to gain experience at something semi-new for me :)
 
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