My next project.

Which map should be my next project [read explaination]

  • Orcish stronghold

    Votes: 0 0.0%
  • City to the west

    Votes: 0 0.0%
  • Castle of King Ardelleron

    Votes: 0 0.0%
  • The elven ruins

    Votes: 0 0.0%

  • Total voters
    0
  • Poll closed .

evilsquirrel

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well, i said i'd make a post about this sooner or later ;)

alright, this is about my next project...i'm letting you all vote for what i'm doing next...

Options
1)Continue on my current path of map making and make a cave-like orcish citadel (stronghold)
2)Switch to making the city map for the map series MiB and I are working on
3)Skip ahead to the castle and ask MiB to do the city
4)Work on elven ruins to the north


Each of these has its own benefits, which I shall now explain.

Continue on current path and make an orcish stronghold
+got training?
+possible nice things in it
+possible quest linked to it
+could link to helena2 and unrest (if unrest was redone and helena2 has a cave transition point
+links to foutpost, western caves, [redone] unrest, and *possibly* the pit.

Switch to the city map
+This city *should* have some quests to do, if you're into that...thothie may have a few spare unused quests, and preferably some new ones
+High-ish end market? [EXPENSIVE ITEMS]
+links to badlands and castle

Switch directly to the castle and ask MiB to do the city
+This is the fastest way to get the full reward for beating foutpost
+The king has an errand
+The royal mages want your help [world walker linkage]
+links to the afforementioned city map

Skip all that and work on the ruins to the north
+new monsters (may require models)
+training
+good place for thothie to put high elven blade
+links to badlands and mountainous pass


Well, theres your options...i'll work on whichever one gets the most votes by thursday at 6pm Central time (thats GMT -6 hours)



(by the way, gurluas took care of bloodrose, and i'm waiting for the next patch to be able to test it so i may adjust difficulty accordingly)
 

PBarnum

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i like the elven ruins idea.


cuz i just do.
 

evilsquirrel

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just remember that all of these *will* get done eventually, you're only voting on the next one i do...and if i had to suggest one, i'd probably suggest that you vote for me to do the castle and ask mib to work on the town...because otherwise you're gonna be missing out on loot from foutpost :D
 

PBarnum

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i stick by what i said





ony because I can
 

Thothie

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How about BLOODROSE -> Elven Ruins.... Since they plan to connect, plus as discussed the top bits of blood rose can lead to Avazool's (with some climate shift) - AND, if you want, you can connect Outpost to it as well. So they'll all connect to thornlands through there.

...I really need to take some time out and re-draw the world map.
 

Gurluas

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well...bruin is named Bloodrose Ruins
and is infact an elven city...infact bloodrose also got its own abandoned elven village with skeletons...
 

evilsquirrel

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thothie: i had planned on it going something like this....z0mg map listing incoming!



Badlands connects to foutpost, city, ruins, and [keledrosprelude2]

foutpost connects to orcish stronghold and Badlands

Orcish stronghold connects to the pit, western caves, and possibly a redone unrest (otherwise it'd be an open transition) (no link back to foutpost, people must leave through western caves)

western caves link to orcish stronghold and helena(2?)

Elven ruins link to Badlands and Mountainous pass

Mountainous pass links to Elven ruins and drake lair

City of (???) links to Badlands and the castle of king ardelleron

______________

end map listing.

needless to say, quite alot of maps to do...and to make sure they're up to standard to get into the official 1.1 package...
 

Thothie

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Well, I'm thinking bloodrose is the least amount of work, plus already got an NPC for it explainin' that the sealed door there goes to the elven ruins - and I think Avazool already has a mountin'ish transition going from his map to that one.

Seems I've got this ice reaver workin, aside from some fx - I'll take a bit to wip up a world map of some sort...
 

evilsquirrel

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what kind of world map? like, one with labeled boxes connecting the maps? because i could do that if you want ;)
 

Thothie

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Already did... Discussion deserves a new thread though...
 

evilsquirrel

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just a reminder to everyone that this is thier last day to vote...after it hits 6pm i'll look at which has the most votes, and if there's a tie i'll vote for one...

anyways, thothie...can i get a copy of the SC.dll that will make bloodrose work? [the one with the quests gurluas added] i'll need it so i can test the difficulty levels and adjust it accordingly to roughly daragoth standards (by the way, whcih part of daragoth, the orc camp?)

other than that, once it gets to 6-ish i'll either be out of class or at home...then whichever has the most votes i'll start drawing my concept/layout plans for...and possibly start working on the basics of it...probably kick myself into actually finishing foutpost too...
 

Thothie

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There is no version of the sc.dll that'll make the script Little G added work, atm. You'll have to delete it. (also suspect when we do get one, it wont follow his naming convention)

I'm holding off adding the elf to that area until we get an elven warrior model or someone picks up the elven ruins.

I'd like to get get a gander at your Outpost map source if it's really so close to complete. Ask Avazool about the public FTP, you can stick it up there.
 

evilsquirrel

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ah, i see...i'll just go through and de-activate/delete all those things making it not work then i guess...
 

Gurluas

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there is only one thing...at the start area is a mercenary with script
mercenaries/elf1

disable it.
 

Gurluas

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wierd...the bludgeons always worked in any test.
 

evilsquirrel

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i dont know why they dont work for me - they just dont. its as if they dont exist in my sc.dll BUT ONLY WHEN I COMPILE...they work fine in the map thothie sent me...and i decompiled that - ripped it to my map, compiled, and still has the same effect...no idea whats with that...

anyways, bludgeons = no ...least until they've got a decent model and maybe dont just fly in completely random directions...then they would be cool...


anyway - i've got a spot that makes sense for them gurluas, so dont go trying to get them in every map
 

evilsquirrel

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looks like i'll be working on the castle and asking MiB to do the town then. that is - after i've finished foutpost and bloodrose (foutpost tonight, bloodrose tomorow)
 

Thothie

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I'd take MiB's tenacity into account before laying anything more on him. ;)

I'll get you a new SC.DLL with the updated guard AI today. Seems to be working.

Advantages:
- No confusion as to who to whack
- Ignores skeletons that play dead
- Much Better anti-stuck system
- Vastly improved navigation skills
- If a guard is attacked, any guard on standby who can see him, will come to his aid
- Return to original position and angles when all enemies are dead
- Much less lag
- Much less chance of BD

This is currently applied to
outpost/super
helena/archer (* now with much better aim)
helena/memorialguard

Can also be called from:
NPCs/human_guard
NPCs/human_guard_archer

Also tweaked the super so ya can't make him talk while he's busy trying to kill you, or somethin else.

I'll apply this to all the guards eventually, and try to set it up so if a civilian is attacked, any and all guards on the map will attempt to come to his aid.

And in the future I hope to convert the orcs to this AI as well, as they seem to be the #1 cause of BD. But it isn't 100% backwards compatible, so it will take time. I gotta do Avzool's Ice Elementals first...
 

evilsquirrel

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cool - i'll actually place them in good (non-random) locations then ;)

anyways, i got alot of work done today, but i've hit a bit of a snag which i wont go into details on (non msc/mapping related). it stopped me from finishing tonight, and could effect my speed/efficiency tomorow, past that i dunno.

anyways, i've made all the things that need to be destructable - destructable. theres a nifty tower death thing which is now debugged. all i've got left is to apply the ms_npcscript things to all the waves ('cept #6) and possibly put a few lures around in strategic locations...then the music, a test compile, and a full compile.
 

The Man In Black

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Thothie said:
I'd take MiB's tenacity into account before laying anything more on him. ;)

I f*cking hate caves >.<
 

Thothie

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I f*cking hate caves >.<

Heh, caves *should* be pretty simple as long as you don't start trying to build vertical slants (try to use staircases and the occasional shoot, as in mscave - MSC monsters hate slants anyways). If you want, just build boxed hallways, and maybe I can take a bit of time to go into it and fill in terrain detail after the 14th.
 

evilsquirrel

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mib - that cave the fire djin is in is definately too small right now =\

if you come over this weekend lets try to fix that...bring back a room about the size of the old one, only using func_wall platforms instead of using clip tool to carve out places (this was before we knew the cause of lag from that and that func_wall would make it not lag)
 

The Man In Black

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Thothie - But with the way Badlands is, I have to hollow out cliffs (Which quit a few are triangular, thus suck when hollowing) and then it's a pain to cut between them, make them look right (ie not boxy), etc.

Squirrel - I don't know if I want to drive all the way back. Maybe if you pay for my gas ;-). Also, a room like the old one would take either 1. Redoing about half of the map, or 2. Burrowing into the ground again, which I don't know if that would be the best non-laggy idea. It needs to be bigger, yes, but I'm not sure how unless I knock out the last wall between fire giants and the djinn
 
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