Dungeon suggestion.

HumanSteak

New Adventurer
RiP
Joined
Jan 5, 2006
Messages
900
Reaction score
0
I have a suggestion for a dungeon style series of map for all levels. The idea is quite simple.
The first 5 floors would be for low levels then it would get harder and harder as you venture deeper.
At the end of every 5 floors there would be a boss guarding a chest and the access to the other part of the dungeon.
Every parts of the dungeon (5 floors) would be one map identical to the others requiring only a texture change to make it look more threatning.
There could be some very hard random encounters (Just like the orc raid in thornlands) scattered everywhere so it's not always the same thing everytime.
For higher level players, there could be some crazy encounters like 10 soul eaters, 5 keledros and 5 ice reavers at same time so we really have to do some teamwork.
There would be no limit to difficulty, if it ever gets too easy, just make another impossible 5 floor map only using a new texture and putting in harder mobs and encounters :wink:
Most importantly, NO PITS!!! :evil:

If this gets ever done, there would always be something to do and it would always be a good place to put new stuff in-game as random rewards.

Whatcha think about it?
 

FER

New Adventurer
MSC Developer
RiP
Joined
Sep 16, 2006
Messages
2,758
Reaction score
0
Age
37
Location
on Belser's army
So each floor gets harder and harder? A nice name would be the tower of trials

I agree with this idea 100%, easy to map and challenging
 

Shurik3n

New Adventurer
MSC Developer
RiP
Joined
Aug 15, 2006
Messages
1,357
Reaction score
0
Age
34
I made something like this before. 5 layers of a cave that started with boars and ended with bears. You would have to clear the room you where in then the door to the tunnel down to the next room would open. I could look for the source, but it wouldn't be worth finding since i did a pretty bad job on everything but the ents.
 

Shurik3n

New Adventurer
MSC Developer
RiP
Joined
Aug 15, 2006
Messages
1,357
Reaction score
0
Age
34
Hmm... I suppose since I do a lot of "omg i haet dis 'high' level masp" I could give it a go.
 

PBarnum

New Adventurer
MSS Developer
MSC Developer
RiP
Joined
Jun 14, 2006
Messages
3,031
Reaction score
4
Very good! I don't know about identical maps, maybe change some things around, like flip it or make it go up up down up down. Throw a little spice...

Or not.
 

Tirex

New Adventurer
Joined
May 15, 2005
Messages
358
Reaction score
0
Would be good to have some sort of trigger that will make some walls appear and dissapear for each floor, so when you spawn the stages will always be random which will be even better.
 

HumanSteak

New Adventurer
RiP
Joined
Jan 5, 2006
Messages
900
Reaction score
0
Yea I though of random floor generation but it would take more time to make lol
 

Tirex

New Adventurer
Joined
May 15, 2005
Messages
358
Reaction score
0
Yeh i can imagine the difficulty of making such a thing.
Maybe if not a randomiser then just like 5 possibilities or something similar to that.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
The randomiser would be easy, just have Thothie make a script that randomly fires one of five events, then have wall toggles that turn on to them (default off).
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
You can even do that without a script :idea:

Let me explain how for n different sets of walls. You need:
- One multimanager entity.
- n trigger_changetarget entities.
- Two trigger_once entities.
- n groups of func_wall_toggle entities.

How to set up:
1) The player walks through the first trigger_once entity. This trigger_once triggers the multimanager.
2) The multimanager starts looping through its triggers. One by one, every 1 second (or every 0,1 second, whatever you want) it triggers a trigger_changetarget entity.
3) The n trigger_changetarget entities should be named something like "wall_set_01_activate", "wall_set_02_activate", "wall_set_03_activate"... "wall_set_n_activate".
4) So the multimanager loops through these trigger_changetarget entities, starting at "wall_set_01_activate" and ending at "wall_set_n_activate". Then the multimanager starts over again by triggering itself.
5) The trigger_changetarget entities change the target of the second trigger_once, which is the trigger_once that will actually activate the walls.
6) When somebody walks through the second trigger_once (and triggers it), a certain set of walls will be activated. You'll never really know which one, because the target (read: func_wall_toggle entity group) is constantly being changed.

Cool huh :D
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Meh, can't think of a way for a random generator in Hammer, but whatever. It all works :p
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
It's cool, but a lot of extra work and there's a good chance that people will be going through at the same speed as other runs of the map. I predict 3 possibilities for the walls, assuming people walk straight through.

1. Raven mace possibility
2. Running possibility
3. Walking possibility

So, pretty much, 3 wall types total. Though, you could put a monster or 8 between the trigger_onces and that would make the time more random. Maybe even have the monsters trigger the walls ;-)
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
I don't really understand you, but maybe I'm missing a point somewhere.

If you have, say, five sets of walls, players will have no idea which one is toggled. Some walls could be part of multiple sets. Players will have to find out where to go each time, and memorizing the routes will be very difficult, since people tend to confuse them with each other.
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
36
Location
middle of nowhere
or...the route could be literally randomized, in the same fashion i had hoped to randomize the environmental effects (and possible traps) in badlands.

still have yet to think of what all badlands will have in it.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
J-M v2.5.5 said:
I don't really understand you, but maybe I'm missing a point somewhere.

If you have, say, five sets of walls, players will have no idea which one is toggled. Some walls could be part of multiple sets. Players will have to find out where to go each time, and memorizing the routes will be very difficult, since people tend to confuse them with each other.

Sorry, I was pressed for time while typing it, so I guess I didn't explain it well enough. You have 2 trigger_onces, one at point A and one at point B. In MSC, there are (essentially) 3 different speeds at which someone can move. They can walk, run, or use a raven mace/speed pot. Because of that, assuming that it's just a hallway, the time will be a constant.

However, if you put some monsters in the way between A and B, it will slow down the player and make the time in between A and B more random. If you want it even more randomized, have the final wall triggering happen when all the monsters die.

Is that better?
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
The Man In Black said:
Sorry, I was pressed for time while typing it, so I guess I didn't explain it well enough. You have 2 trigger_onces, one at point A and one at point B. In MSC, there are (essentially) 3 different speeds at which someone can move. They can walk, run, or use a raven mace/speed pot. Because of that, assuming that it's just a hallway, the time will be a constant.

However, if you put some monsters in the way between A and B, it will slow down the player and make the time in between A and B more random. If you want it even more randomized, have the final wall triggering happen when all the monsters die.

Is that better?
Good point, never even thought of that. However, I was only thinking if the entity setup was do-able. I wasn't thinking about layout yet.

However, if there's a hall with the first trigger_once at the start and the last one at the end, what you said will certainly apply.
Therefore, there should be some rooms inbetween or, just as you said, monsters.
 

Soul

New Adventurer
Joined
Apr 3, 2007
Messages
25
Reaction score
0
Location
In Mah Kitchen !
FER said:
So each floor gets harder and harder? A nice name would be the tower of trials

I agree with this idea 100%, easy to map and challenging
They had the Same Thing in Onimusha I think, Where Samanosuke was Killing Demons Inside Hell or something.
 

Tirex

New Adventurer
Joined
May 15, 2005
Messages
358
Reaction score
0
Soul said:
FER said:
So each floor gets harder and harder? A nice name would be the tower of trials

I agree with this idea 100%, easy to map and challenging
They had the Same Thing in Onimusha I think, Where Samanosuke was Killing Demons Inside Hell or something.

Or someone played too much Diablo 1 or Fate >.>
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Well, the top level being easy with increasingly difficult levels lower down is the traditional D&D dungeon layout - if not, indeed, the basic theme of just about every level-oriented game ever made.

There's *some* effort in this direction on some of the maps. Thornlands is relatively safe so long as you stay out of the spider caves, the deeper you go, the worse they get. Bloodrose is relatively safe on the upper levels, and gets meaner as you go on. Findlebind won't even give you the final quests if you do not have the HP.

I almost made an automagically re-arranging maze dungeon along those lines, but then I quickly realized the concept I had would be boring as hell (basically a bunch of boxes and func_wall_toggles that switched around randomly, each far corner had a ladder leading down to the next level, each with a increasing difficulty and a new theme).

Might use the hp_trigger systems to skip levels if you have sufficient HP. Lest you wind up carving through rats and skeles for an hour on the first few levels.
 

Soul

New Adventurer
Joined
Apr 3, 2007
Messages
25
Reaction score
0
Location
In Mah Kitchen !
Tirex said:
Soul said:
FER said:
So each floor gets harder and harder? A nice name would be the tower of trials

I agree with this idea 100%, easy to map and challenging
They had the Same Thing in Onimusha I think, Where Samanosuke was Killing Demons Inside Hell or something.

Or someone played too much Diablo 1 or Fate >.>
Oh No, I'm Serious About Him Killing Demons xD And I only Played Diablo 2, for a short while till my brother's ex-girlfriend stole it from us =.="


I do Like the "Hp_Triggers" That Thothie Mentioned. Skipping Through the Huge Randomized Map would be Nice unless you like Killing Low Level Monsters :oldshock: Or you could Try to Tank the Monsters for a Beginner
 

Tirex

New Adventurer
Joined
May 15, 2005
Messages
358
Reaction score
0
No i just ment that in Diablo 1 and Fate you go on a quest to kill Diablo/Some diablo-like mob and theres like a hella loada levels and each level would randomise so you will never know where exactly you have to go.
Still if we will have such a map, then we will need a map(to see where you are going or where you were), maybe an item which will auto update upon discovering new areas.
 

Tentadrilus

New Adventurer
Blades of Urdual
Joined
Dec 31, 2004
Messages
1,022
Reaction score
0
I liked Diablo's steady decent into hell. You had to do it again in Diablo 2, except sideways rather than downwards and in a totally different place.
 
Top