Map: Demon's Temple

AmIAnnoyingNow

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Sorry for lack of updating, I was busy with tests, being home without a comp, and being lazy (SCO Involved). Anyways, I've finished most of the upper level minus the supports, because I can't find a way to make them look good.

Until then, I'm going to focus on finishing instead of detail. It's easier to revise than to try and get it the right the first time, and people make better suggestions after they've played the map.
 

AmIAnnoyingNow

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Behold, the results of 3 hour gaps between classes, no homework to do, and remote login! And I owe updates.

-Evil game crashing map error annihilated.
-Went on a null texture rampage, you hopefully won't see any of these :p.
-My MSC is actually updated to march
-Entire frame of the top level is completed, basement, basement of basement, and boss room are left.

This door leads to the boss, and opens in a cool entity intensive fashion. But the room really, really sucks. I need to add random evil looking stuff to hint that theres evil behind it. Perhaps make the eyes glow, remove the torches, and add blood and a sacrificial alter. :?
dt5.jpg

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Theres supposed to be some sort of "key of light" thing here you obtain after a puzzle. Unfortunately, the room is smaller than i expected, may result in riddle. Also, surprisingly I obtained no errors/leaks when compiling this room. The walls need work though...
dt6.jpg

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This little thing splits up the intersection between the 4 hallways after the main temple doorway, so thothie doesn't die :p. In case you haven't noticed yet, i like those windows ;). Edit: i just realized the death window texture is backwards, go me!
dt7.jpg

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This room is supposed to be a storage room, as you can see. When i say storage room i mean "room with lots of boxes." Expect a completely useless chest in this room. Also, that cave was supposedly made by a sand/dune worm, supposedly killed by the cultist's unless someone is willing to make a dune/sand worm model and script.
dt9.jpg

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You can never have enough boxes! This room proves im both lazy and out of random things to put in rooms, but more along the lines of lazy. :p
dt8.jpg
 

Vomica7

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yeah nice, the ceiling could use a dirtnap though.


1,000th POST!
 

evilsquirrel

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hey! boxes aren't lazy! xD

nice work so far though, and i'm glad to hear you're adding more than one or two floors :)
 

AmIAnnoyingNow

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I finally got around to working on this again (People didn't seem very interested, so I lost my motivation). In order to prevent this from dying and ending up with another abandoned unfinished map in these forums. I finished the framework (pretty much no detail at all) and non master sword related entities. Ill add the detail to these areas after the map is is ready for playing.

The only part that is missing framework/entities is the boss room, because it's going to be seen a lot more than the other rooms, so I decided that it should look good.

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Now that I have a nearly finished map, I feel justified in requesting a few things.
* - Things that I think are necessary for this map's release

Heres what i have planned in terms of monsters, chests, and npcs.
Monsters:
*Cultists
--Temple area, they're pretty much mages.

Ghouls/Not-Skeletons
--Catacombs, i may stick other undead in, but not skeletons, there's too many skeletons already

*Demoness
--Boss, have my eye on vomika's fire elemental model, which is pretty much why i made this map

Dune/Sandworm
--Tunnel, ill have an entity for this, but this monster isn't necessary since i only want to put one in the map. It can be ripented or something if someone actually does it, but im not going to request a custom script and model for one monster in one map.

Chests
1) Chest in the storage area, has like 1 potion, apples, and mead. Ill probably use a premade chest for this.
2) Hidden chest, medium reward

*NPC (Chest if you don't think this should/can be done)
I don't like how the current chest system works, so I'd much rather have an npc hand out the final treasure instead of people fighting over the loot. The npc would work much like a chest, and would give a single random reward to each player who talks to it (medium to rare quality, rare items of course being less likely)
 

Thothie

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*NPC (Chest if you don't think this should/can be done)
I don't like how the current chest system works, so I'd much rather have an npc hand out the final treasure instead of people fighting over the loot. The npc would work much like a chest, and would give a single random reward to each player who talks to it (medium to rare quality, rare items of course being less likely)
I *might* even be able to rig a chest that works this way, although if the player decided he didn't need what he found, it'd still be there for the next player, in addition to whatever it generated for him.

There's no arrays in the script system, per say, so there'd be a limit to how many items this NPC or chest could give out.
 

Tirex

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The reward giving NPC sounded really nice.
That system will also draw more players to the trading topic.
 

AmIAnnoyingNow

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I don't know exactly how this type of scripting works, but i was thinking along the lines of:

1) Uniquely ID each player when the chest spawns to prevent exploit (This could be replaced with some map entities that would prevent newly joining players from getting to the chest, but that would make it harder to adapt to any other map)

2) When a player opens the "chest", the npc selects a random item from a list using random numbers and if statements, and then gives that item to the player (Like the skull blade quest reward). Then the player is noted so he/she cant open it again.

The player would see something like:
"You search through the chest and find a XXXXItemXXXX"

From what your saying, it sounds like your taking all the items in a chest and assigning them to players. Which i have no problem with, but it's more complex.
 

Thothie

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No, I was basically after what you said, but there's some sticky bits in the details...

Meh, gotta at least get done with the bandits before I look into it, but ideas been cookin at least.
 

AmIAnnoyingNow

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Well, no rush. I've been running into a couple of problems that I'm having trouble with. And I can just work on the areas i slacked off on while im waiting.

Problems:
1) I found out that one of the main wall textures i've been using has a duplicate name with a different, ugly, texture. Im going to have to make a 1 texture wad file...
2) The blue in the spider web blue color won't go away, it's set to solid 255 (this is correct right?).
3) Beams are not cooperating, Im going to have to redo pretty much half the entities in the room to make it work the way I want it to. Arg...
4) The compiler does not enjoy me rotating cylinders (Accidently used cylinders as levers instead of blocks :p), fixed it already.
 

Thothie

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AmIAnnoyingNow said:
2) The blue in the spider web blue color won't go away, it's set to solid 255 (this is correct right?).
One of the spider web textures maybe bjorked - I know one of the ladder textures is ( {Tree_ladder in Daragoth)
3) Beams are not cooperating, Im going to have to redo pretty much half the entities in the room to make it work the way I want it to. Arg...
Try env_laser? Usually simpler to work with.
 

J

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AmIAnnoyingNow said:
1) I found out that one of the main wall textures i've been using has a duplicate name with a different, ugly, texture. Im going to have to make a 1 texture wad file...

Or you could define the wads you want to use in wad.cfg, unless of course you want to use other textures from the wad that has the ugly texture.
 

AmIAnnoyingNow

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One of the spider web textures maybe bjorked - I know one of the ladder textures is ( {Tree_ladder in Daragoth)
That explains why my ladder texture isnt working either.... the web im using is "{transp_web41" ill try a different one and see if i can get it to work.

The issue with beams is i thought there was a difference between having a toggle flag and not having one, apparently there isn't, meaning I have to target it again to turn it off, and it shares a name with the multisource so... cry.....

Pretty much every wad im using has a different wall texture for "wib", and i couldn't find any wall textures to use in its place. No problem though, ill just wadinclude it.
 

Thothie

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The issue with beams is i thought there was a difference between having a toggle flag and not having one, apparently there isn't, meaning I have to target it again to turn it off, and it shares a name with the multisource so... cry.....
Well, change its name, silly. :p

Wadinclude/nowadtextures is generally the safest way to go... It's always possible to rip the textures out of the BSP with Quark or a decompiler later, if need be.
 

Thothie

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spawnstart_1_always2.gif
 

Thothie

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Whatever happened to this map? It looked so extensive and near completion. :/
 

AmIAnnoyingNow

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Jelly found me and convinced me to finish putting monsters in the map. So after fussing with the monster spawning entities and giving up on getting the transition to work. I put a bunch of monsters in, so the map is "done" However, i'm still hoping someone will make cultists for it so it doesn't have to be filled with bandits. And it still lacks a demonic boss :( (I put in a different one for now).

There are no chests right now, but i put some info_nulls in the spots i wanted them to spawn, and named them.
Anyways, you can download the map here
 

Thothie

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AmIAnnoyingNow said:
Jelly found me and convinced me to finish putting monsters in the map. So after fussing with the monster spawning entities and giving up on getting the transition to work. I put a bunch of monsters in, so the map is "done" However, i'm still hoping someone will make cultists for it so it doesn't have to be filled with bandits. And it still lacks a demonic boss :( (I put in a different one for now).

There are no chests right now, but i put some info_nulls in the spots i wanted them to spawn, and named them.
Anyways, you can download the map here

I was convinced you just disappeared, or I woulda made some scripts for it.

Meh, so backlogged... But I have some models for that sorta thing.
 

Thothie

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Gotta chance to look at it.

It's not a bad little map, I like the interconnectedness and shortcuts.

I'm not 100% sure all the secrets and stuff on the map are working right, there were one or two I couldn't activate, or had to "cheat" to activate.

Sadly, the boss chamber is mundo exploitable, so I can't [FN] approve it as-is. However...

I can alter the scripts so that the boss chamber wouldn't be so exploitable... And... As for your cultists:
Lanethan_on_Dragons said:
Kharaztorant (known more simply, in the common tongue, as 'Khaztor') is an evil red dragon whom the dwarves count as one of their greatest foes throughout history. His current whereabouts are unknown.
I have models that would make good dragon-cultists for this guy. I could make a series of cultists, then ripent them in to replace your bandits. However, I'd have to seriously use the KISS rule on these cultists, for there isn't much time for scriptingz, being so far behind and all.

I could go back and spruce them up later, I suppose, even if it makes J-M scream about making the map harder. ;)
 

J-M v2.5.5

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Thothie said:
I could go back and spruce them up later, I suppose, even if it makes J-M scream about making the map harder. ;)
>_>

This just made me wonder: what, in your eyes, does a boss room require to be [FN]-approved?
 

AmIAnnoyingNow

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I could redo/modify the room, it's a pretty simple room, but ill need to know whats making it exploitable.

The secret with the levers should require 2 people to get to. If that's the one your talking about, unless that door isn't moving at all...
 

Thothie

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This just made me wonder: what, in your eyes, does a boss room require to be [FN]-approved?

In this case it's exploitable as if you lure the monsters into the lower levels (the lava), and then climb to the top, they cannot follow you. From there it's a simple matter of just projectile'ing them to death from the relative safety of a perch (even the Fire Giant escort's fireballs can't reach you).

Plus the tele-out sprite up there is not set additive, but that's an just aesthetic bug. ;)

If I changed their step size for that map, they likely would be able to reach you.

One of the fire giant ghouls in the maze is stuck in the ceiling. I think he'd be among those I'd replace with some other script. (I got five models I'm looking into switching to scripts for this dungeon, two demons, three cultists. If you are still around when they are done, I'll get you an tester SC.DLL)

If this dungeon is to connect to the world in MSC 1.1, we will require the source. (Insurance policy, should you get kidnapped by aliens.)

The secret with the levers should require 2 people to get to. If that's the one your talking about, unless that door isn't moving at all...
If yer talking about the door that locks you in with the lever, it is possible to zip past it before it closes (and sometimes, a ghoul will block it, as happened to me). However, I wasn't able to figure a way to activate the final door without cheating in the short time I was there. It simply opened to an empty room when I did force it (likely due to the way I forced it, whatever was suppose to spawn there, didn't.)
 
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