Gertenheld_Forest. -RELEASED-

Thothie

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Re: Gertenheld_Forest.

That's not to say you can't test it meantime. ;)

...Meh, I'm downloading it now, but I'm not sure if teh Steam is going to work on my laptop here - there's no router for me to plug it into and there's no wireless - but we'll see. If not, I'll be home in an hour or two anyways.
 

Dridmar

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Re: Gertenheld_Forest.

Thothie said:
That's not to say you can't test it meantime. ;)

...Meh, I'm downloading it now, but I'm not sure if teh Steam is going to work on my laptop here - there's no router for me to plug it into and there's no wireless - but we'll see. If not, I'll be home in an hour or two anyways.

I've tested it already and everything seems to be working just fine. I compiled a test version which made the wolves on have one life so I could get through the waves fast. It worked well. Everything else worked well so I want another set of eyes to quickly take a peek.
 

Thothie

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Re: Gertenheld_Forest.

Okay, I lied... (I got... interrupted... damned aliens...)

Anywho... I've looked at it now... I don't think it's worth delaying it anymore, but I'd go over a few things for future reference:
• You shouldn't monsterclip monsters into rooms/hallways, as it doesn't take long for players to figure out that, "Hey, that monster can't follow me - I'll just projectile him and level up my SC/Archery for free!" - and indeed, if your monsterclips were trigger_multiple's triggering monsterspawns instead, and each of those monster had 1 life, you'd be guaranteed to have your golbins where you wanted them (although you might need another trigger counter to prevent infinite goblins, or just use trigger_once and multiple lives, and risk them spawning and wandering to the players later). Monster movement is already quite restricted by the limitations of the AI – you don’t want to restrict it further with arbitrary monsterclips.
- This would have the added benefit of optimizing your map, as not all your goblins would be active at once.

• You still have no second “wolfman” trigger. If players go through the goblin dungeons, wolfboy will not be there to greet them when they come out.

• Are you using Hammer 3.5 with the model display? I noticed you just dropped a block over your goblin hut, when it seems it would have been quite easy to hollow said block (manually, mind you) and allow players in and out of the hut – unless, of course, you aren’t using the newer hammer and can’t actually see the model.
 

Dridmar

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Re: Gertenheld_Forest.

Thothie said:
Okay, I lied... (I got... interrupted... damned aliens...)

Anywho... I've looked at it now... I don't think it's worth delaying it anymore, but I'd go over a few things for future reference:
• You shouldn't monsterclip monsters into rooms/hallways, as it doesn't take long for players to figure out that, "Hey, that monster can't follow me - I'll just projectile him and level up my SC/Archery for free!" - and indeed, if your monsterclips were trigger_multiple's triggering monsterspawns instead, and each of those monster had 1 life, you'd be guaranteed to have your golbins where you wanted them (although you might need another trigger counter to prevent infinite goblins, or just use trigger_once and multiple lives, and risk them spawning and wandering to the players later). Monster movement is already quite restricted by the limitations of the AI – you don’t want to restrict it further with arbitrary monsterclips.
- This would have the added benefit of optimizing your map, as not all your goblins would be active at once.

• You still have no second “wolfman” trigger. If players go through the goblin dungeons, wolfboy will not be there to great them when they come out.

• Are you using Hammer 3.5 with the model display? I noticed you just dropped a block over your goblin hut, when it seems it would have been quite easy to hollow said block (manually, mind you) and allow players in and out of the hut – unless, of course, you aren’t using the newer hammer and can’t actually see the model.

Okay. About the goblins, I could fix that at a later time I guess. About the wolfboy, I made him spawn as soon as a player enters the map so I only need that trigger. Yes I'm using 3.5 but I didn't really feel like allowing the players to enter the goblin hut. About releasing it: Shall I make a new rar file so you can put it on your http://www.thothie.com/ms or what?
 

Thothie

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Re: Gertenheld_Forest.

Okay. About the goblins, I could fix that at a later time I guess. About the wolfboy, I made him spawn as soon as a player enters the map so I only need that trigger.
That's not how the map you sent me works. :/

edit: Oh wait... nvm... ICWATUDIDTHAR.. That's new to this version, yes? Because on the previous one I went through the goblin caves to find thorough lack of wolf boi.

Yes I'm using 3.5 but I didn't really feel like allowing the players to enter the goblin hut. About releasing it: Shall I make a new rar file so you can put it on your http://www.thothie.com/ms or what?
Give me a headsup whenever yer ready to finalize it and I'll stick it up there.
 

Dridmar

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Re: Gertenheld_Forest.

Thothie, please see your PM box.
 

Thothie

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Re: Gertenheld_Forest.

Greeeeeeat... F*cking thing is registering as non-FN approved... This probably means that the Lodagond series is going to do the same. (Bloody entries are there, but the sys doesn't read them right) I've fixed this on my server, but that means this whole patch is effectively worthless, and I've not managed to fix either of the major issues thus far.

*sigh* That means you'll need this SC.DLL to host it, and it doesn't fix much of anything else:
http://www.thothie.com/msc_dev3/MAR2008 ... r_only.rar
I guess there's a nerfed sorc cheif in there, but probably not nerfed enough - and again, it's really the room that needs a redesign.

*pounds head into keyboard*
 

Dridmar

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Re: Gertenheld_Forest.

F*cking power outage! Almost had all the problems fixed but then the power outage messed up the level. Triggers are gone and rooms/walls in the map are missing....Going to take me at least another hour or 2 now. :oldangry:
 

J-M v2.5.5

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Re: Gertenheld_Forest.

Wait - do you have "gertenheld_forest.rmx"? I'm not 100% sure about this (never had to use an .rmx file) but if I'm correct, .rmx files are the auto-backups of .rmf files. Rename your "gertenheld_forest.rmx" to "gertenheld_forest_backup.rmf" or "gertenheld_forest_test.rmf" or "gertenheld_forest_goatse.rmf", whatever you want, as long as you change the extention to .rmf, and load it in Hammer.
 

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Re: Gertenheld_Forest.

J-M v2.5.5 said:
Wait - do you have "gertenheld_forest.rmx"? I'm not 100% sure about this (never had to use an .rmx file) but if I'm correct, .rmx files are the auto-backups of .rmf files. Rename your "gertenheld_forest.rmx" to "gertenheld_forest_backup.rmf" or "gertenheld_forest_test.rmf" or "gertenheld_forest_goatse.rmf", whatever you want, as long as you change the extention to .rmf, and load it in Hammer.

Ah don't worry about it JM. It won't take me too long and I plan to have the map released tonight. I'm just going to take a break from mapping and try to view PP Ep 16..
 

Thothie

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Re: Gertenheld_Forest.

I suppose I should unlink this from my page since yer releasing another version soon.
 

Thothie

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Re: Gertenheld_Forest.

Okay this is up and official... and I hope final... Ye can get at the usual place - but remember, to host it, or play with Dridje's balls, you'll need the map verification patch as well. That also seems to fix the elemental system - and the TFL crest. There's one more critical bug I need to fix before releasing an actual B patch though. Then I'll be able to move onto Shuriken's stuff.

More later - being threatened with knives now.
 

Dridmar

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Re: Gertenheld_Forest.

Thothie said:
Okay this is up and official... and I hope final... Ye can get at the usual place - but remember, to host it, or play with Dridje's balls, you'll need the map verification patch as well. That also seems to fix the elemental system - and the TFL crest. There's one more critical bug I need to fix before releasing an actual B patch though. Then I'll be able to move onto Shuriken's stuff.

More later - being threatened with knives now.

Thanks Thothie! Adding to thread title and updating first post now.
 

Dridmar

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Please now post with Comments or Bug Reports. Thank you for your cooperation.
 

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The map was tons of fun! I was playing it with a level 9 person who joined my server (I'm level 30) and it was loads of fun for both of us. It's like an foutpost that doesn't rape low level people, has great atmosphere, fabulous wolf models/skins/animations (Thanks Fer? I think I only remember you working on them), and we got good xp. The level 9 guy was saying how great he thought the map was as well and was ecstatic when he got to choose the scroll (not to give away spoilers). It's not a map that you can play with any eq and enjoy. Anyway, great map, really enjoyed it.
 

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Played it too and it was really nice and fun, even though the map was way undepowered for my level, it makes me want to start a new char :). I liked the reward system a LOT too.
I *think* I've found a possible bug, I'll test it as soon as I have time to play.
 

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I have a question about that new reward system-thing; Do you get to pick multiple rewards, or is it a one time opportunity deal (Kinda like the artifact chest)?
Great map Dridje :)
 

Thothie

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One reward per run. He seems to have a bug where he spams his reward message, but at least he seems to be handing out rewards as intended. He'll hand out a max# of rewards equal to the number of players present when the wolf raid ended, and only one to each player.
 

villager

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Oh, even better! I thought he'd always have a set amount of rewards (Lets say 10) and 5 players are on, beats the map and those players get to pick 1 and only 1 of the 10.
 

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Thothie said:
One reward per run. He seems to have a bug where he spams his reward message, but at least he seems to be handing out rewards as intended. He'll hand out a max# of rewards equal to the number of players present when the wolf raid ended, and only one to each player.

Erm...I just got two rewards...There were two people present.

On another note, Dridje, good work on this release, I enjoyed this map, and it actually gives a decent bit of XP. Your work is getting better and better, keep it up :D

(And I lol'd at the Goblin Chief :p)
 

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I wonder, isn't 1125 xp from a goblin chief a bit much.
 

Durak

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Some bugs I've found:

Some wolves turn transparents/invisible even before they die. Happens occationally.

Typo when you tk the critical npc.

Again, good work.
 

Thothie

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Some wolves turn transparents/invisible even before they die. Happens occationally.
The waves get deleted as they move along, so they fade away, be they dead or not.

Typo when you tk the critical npc.
I'll have to look into that.
 
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