Mine/Cave construction set

Blasto121

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So I have been working on this map called Ailairium, one of the big features of this map is going to be an epic cave/mine puzzle. Because I was going to be making such a big cave/mine I thought it beneficial to make a quality construction set. The construction set at this time is rather simplistic with only flat walls and wood supports, I do plan on making custom sets with different walls to mix it up a bit so that your not walking past the same thing over and over again. However for a beta construction set its proved already to be a great way to rapidly build a mine/cave map.

This picture demonstrates this idea, it only took roughly 45 minutes to place all the pieces and get the spawn point in. To make it fully playable of course I would need to add monsters and some other goodies however it would only take maybe another hour or so to make it a complete map.

thoughts? ideas? any practical use for anyone else? I was planning on releasing the .BSP to the public, to help with mines and or caves.
 

Sabre

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That's awesome, no more tagging a wall to remember where you are, hopefully :D

Does this mean we'll see Ailairium in the next patch? :D
 

Thothie

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Well, putting together like four types of every connection then making a maze out of it is usually a fairly good maze building method - but I don't think you'd want to distribute a construction kit with said, as then we wind up with 20 maps that all look alike. ;)

Still reminds me of that self-generating dungeon idea I had… But I also realized that it’d get boring pretty fast.
 

Blasto121

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Thothie said:
Well, putting together like four types of every connection then making a maze out of it is usually a fairly good maze building method - but I don't think you'd want to distribute a construction kit with said, as then we wind up with 20 maps that all look alike. ;)

Still reminds me of that self-generating dungeon idea I had… But I also realized that it’d get boring pretty fast.

true what I had fully planned in the end was to make 5 or 6 different types of the same piece so one could mix it up and make it look different without much effort. More than that anyone with any form of creativity and willing to take the time can make there own custom pieces and just use mine as a base.
 

villager

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FCKIN MAZE GOD DAMNIT SCREW U CROW

Uh, I mean awesome, I love mazes :D
I don't know how many people play SvenCoop, but there was this one map (I think it was called "labyrinth") that was huge, I practically memorized it, and it was the traps that I loved the most about the map.
Ground breaks and instead of an instant death trap below, there was a pit full of zombies (The zombies had outragous health), I think that would be a great idea for the map :D
 

Blasto121

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J-M v2.5.5 said:
Will this be a prefab set?

I didn't really want it to be a prefab set, I wanted people to take it and play around with it, expand it, change it, make it there own.
 

Durak

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villager said:
FCKIN MAZE GOD DAMNIT SCREW U CROW

Uh, I mean awesome, I love mazes :D
I don't know how many people play SvenCoop, but there was this one map (I think it was called "labyrinth") that was huge, I practically memorized it, and it was the traps that I loved the most about the map.
Ground breaks and instead of an instant death trap below, there was a pit full of zombies (The zombies had outragous health), I think that would be a great idea for the map :D

What would be really wicked was if it split up people somehow. I can imagine a labyrinth where the first player/two rounds a corner and falls into a pit of enemies that closes over again. The back guys are confused and split up. Then the two paths meet back again eventually.

Too bad it would be hard to make and rediculous to code.
 

villager

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Durak said:
What would be really wicked was if it split up people somehow. I can imagine a labyrinth where the first player/two rounds a corner and falls into a pit of enemies that closes over again. The back guys are confused and split up. Then the two paths meet back again eventually.

Too bad it would be hard to make and rediculous to code.

Maybe one of the traps could be a timed trigger breakable+earthquake effect, so when someone walks across, the ground breaks within 5 seconds (Like the chain to the chest containing the book) so everyone else behind has to take another path.
GUD YES?
 

Durak

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villager said:
Durak said:
What would be really wicked was if it split up people somehow. I can imagine a labyrinth where the first player/two rounds a corner and falls into a pit of enemies that closes over again. The back guys are confused and split up. Then the two paths meet back again eventually.

Too bad it would be hard to make and rediculous to code.

Maybe one of the traps could be a timed trigger breakable+earthquake effect, so when someone walks across, the ground breaks within 5 seconds (Like the chain to the chest containing the book) so everyone else behind has to take another path.
GUD YES?

I suppose but then if you were adventuring with one or two other people you would miss "half" the level. However, that code is already in place, so it would be the most feasable option. I just liked the idea of the first few falling down and the hole closing behind them.
 

villager

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Durak said:
villager said:
Maybe one of the traps could be a timed trigger breakable+earthquake effect, so when someone walks across, the ground breaks within 5 seconds (Like the chain to the chest containing the book) so everyone else behind has to take another path.
GUD YES?

I suppose but then if you were adventuring with one or two other people you would miss "half" the level. However, that code is already in place, so it would be the most feasable option. I just liked the idea of the first few falling down and the hole closing behind them.

Well, the Adventurers that have no choice but to fall into the hole could "find" a wooden plank.

*Wonders around, fighting a few skellies, zombies, DEWM PLANTS*
*finds a deadend, a barrier of enchanted wooden planks nailed against wooden support pillars that prevents further exploration*
*Finds a few lose wooden planks laying next to the rocky cave wall and uses them as a makeshift bridge*

If I could map, I swear to god I'd have some sexy maps with intense interaction.
 

The Man In Black

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One of my ideas for Sewerride involves getting nails/hammer + 3 planks of wood in order to continue >_>
 

villager

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Nothing beats the idea of disabling the magical divine powers!
No Glow + No Regen = win
 

Blasto121

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those sound like good ideas... hmm...

maybe I will attempt your ideas and make just a puzzle map with some monsters here and there... I can make it an add on map for Ailairium.

only time will tell what I do
 

The Man In Black

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MAP!!

Oh shi-- He actually is! (Take THAT, Squirrel XD)
 

Blasto121

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Thats right I am mapping what you gunna tell me now? stop mapping? HAHAHAHA

speaking of which back to it.
 

Sabre

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Blasto121 said:
Thats right I am mapping what you gunna tell me now? stop mapping? HAHAHAHA

speaking of which back to it.
\o/
 

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New ghouls would be nice, like ancient ghoul, ancient greater ghoul, enraged giant greater poisonous orcish ancient ghoul warrior lord.
Casting death circles everywhere and stuff :roll:.
 

villager

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HumanSteak said:
New ghouls would be nice, like ancient ghoul, ancient greater ghoul, enraged giant greater poisonous orcish ancient ghoul warrior lord.
Casting death circles everywhere and stuff :roll:.
OH SH!T, BLUDGEON GHOULS AND ANIMATED ARMOR GHOULS AND GHOST GHOULS!
CASTING WTF SPELLS AND LOL CIRCLES AND SH!T
decapitationxk9.gif
 

Blasto121

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someone likes the head esplode gif.
 

J-M v2.5.5

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Durak said:
What would be really wicked was if it split up people somehow...
Too bad it would be hard to make and rediculous to code.
It's very easy to split people up; all you need is a trigger_teleport, a trigger_changetarget, and n info_teleport_destination entities. Just have the trigger_changetarget change the teleport destination every 0.5 seconds (and make sure you have tons of info_teleport_destination) and then there will be a very, very slim chance that people end up at the same spot :mrgreen:
 

Sabre

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Also, you wanna make sure you change their spawns, otherwise they could all just kill themselves, restart at the beginning, and skip through the mines singing songs of killing oneself and respawning all together again.
 

Durak

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J-M v2.5.5 said:
Durak said:
What would be really wicked was if it split up people somehow...
Too bad it would be hard to make and rediculous to code.
It's very easy to split people up; all you need is a trigger_teleport, a trigger_changetarget, and n info_teleport_destination entities. Just have the trigger_changetarget change the teleport destination every 0.5 seconds (and make sure you have tons of info_teleport_destination) and then there will be a very, very slim chance that people end up at the same spot :mrgreen:

I think tha teleporting would lose the effect. My vision was to have it more "fantasy" and people following some kind of logical story rules. Teleporting vs. fall traps is a big plot difference. I can't map, so I just think the suggestion is cool. If anything came of it, that would just be a plus.
 

villager

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Maybe if you pull some teleporting effect like in Heras, when traveling up the web wall at the end, the screen turns black and you're magically outside next to a cave you cannot enter.

I think that could be pulled off better if you were falling into a pitch black hole. Having no choice but to jump down into another section of the mines, and when someone follows, it seems that they fell into different area.
 
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