[RELEASE] LostCaverns

Thothie

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sfaik, HL1 and HL2 trigger systems are identical.
 

PBarnum

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Really blocky :?
 

Wrath

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Pffff I think it looks nice, though he could refine it a little more. :)
 

Dark_Force9999

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As long as there is tons of obstacles that'll make progressing the map challenging, i'm happy. Lodagond-1 was too straight forward XD
 

Jon

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I have a question. Who do I contact for bosses and the chests ? Im not sure on how to add a custom boss or something into the map or artifact chests.
 

Dridmar

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Jon said:
It has Golden Skeletons.DemonFishy. Second hardest monster is a Greater stone mason. Idk what the range is :p

Oh boy....
 

Shurik3n

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Depending on the quantity of each of those I would say 25-35.
 

Thothie

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Got a chance to look over this... It is very boxy (we’re talking ms_underworldv2 quality here), but not a bad little run. The monster balance isn’t too badly thought out, for the most part. Few issues though:

• You are going to have to compile via -wadinclude/-nowadtextures, as yer using the allinone.wad, which is just too huge to distribute to general clients.

• Elemental layout: Ya’ve got a bunch of infernal armors, which are extremely vulnerable to cold, followed by maldora minions of fire, which are fairly vulnerable to cold as well. Seeing as how fire minions make sense in the lava chamber, ye may want to replace the previous with group of armors with some other elements eg. Scriptfile monsters/anim_archer_hard_ice [_/poison/_lightning] (and less of them, cuz they are meaner). Or, if yer feeling cruel, use the greater minions of fire ( monsters/maldora_gminion_fire ) and confuse the ice blade wielders no end.

• That greater stone mason near the end – in addition to being, may haps, a bit beyond the general level, is going to need more room to play. He can chase you into the hallways, but his entire upper half gets stuck in the ceiling when he does, and I see potential exploits at the water entrance.

What I would suggest, is after the maldora minions die, you have a wall open with a large arena with a lot of pillars where the players can take cover from the greater stone mason, and then block off the return hallways (maybe add a teleporter entrance). That should tone him down a bit, while at the same time preventing the comic effect of having a skeleton twice as tall as the hallway chasing you about.

• The boss chamber…
The whole, boss on a platform surrounded by hazard that he knocks you into is really, overdone, IMO – and I apologize in advance for having started the trend. In this case he’s completely surrounded, so if he thwacks you there’s no chance of survival through aerial acrobatics or luck. (Also yer trigger hurt is setup wrong, but ye probably knew that)

An alternative idear might be a room with some obstacles (mostly round ones, and not too complicated, or the boss will get stuck) through which you had to chase a set of floating eyes that the giant zombie spawned with. I was thinking there’d be four of these, but each one of them gives the boss a damage resistance and a damage multiplier. (So, 100% damage resistance, x4 quad damage with all four alive) – thus, you have to hunt down and kill these eyes to take out the boss, while at the same time avoiding the boss’s invulnerable quad damage arse, by weaving through these obstacles. I was thinking the floating eyes (or what not, as that model may or may not work out) could have a fairly good defense themselves, but also be smart enough to try to run away from players when wounded. Maybe the giant zombie thing could also spawn replacement eyes over time.

Tis just a thought. If you prefer the giant zombie who tosses you into the lava, I’ll do that too (less work for me anyways).


This map might also benefit from some bonus creatures to deal with high levelers. Maybe add something like an elder horror to the lava area, with an hpreq of 3500 or so – some extra gold skeles in the main room, or some with custom HP/dmg multipliers (eg. 3.0/3.0) and titles “Greater Undead Warrior”, and an extra treasure chest with the hpreq 3500 to compensate them for the extra effort with something more than XP, while still giving the dungeon some longevity.
 

Sabre

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Thothie said:
• The boss chamber…
The whole, boss on a platform surrounded by hazard that he knocks you into is really, overdone, IMO – and I apologize in advance for having started the trend. In this case he’s completely surrounded, so if he thwacks you there’s no chance of survival through aerial acrobatics or luck. (Also yer trigger hurt is setup wrong, but ye probably knew that)
In before J-M says something :p
 

Shurik3n

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I don't get it, whats wrong with that? :?: :?:



:?:

:?:
 

J-M v2.5.5

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Well, as you can see, there's a trigger_hurt entity that's set up wrongly. I don't know exactly how it's set up wrongly, but if Thothie says it's set up wrongly, it's set up wrongly.

So what's wrong with the trigger_hurt? Exactly: it's set up wrongly.
 

Thothie

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I think he'd notice - it's a giant solid painted aaa_hurt, but not tied to any entity.
 

Jon

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Okay. I understand pretty much everything you said except for the boss room thing with the eyes. Right now Im going to hammer and making the changes. I did notice the mason thing so Im going to create a kind of "mini-boss" room with pillars. Ill try to tone down the "blockyness" Im not too good at it though. :D Ill post back in a little bit.

Oh yah the compiling part >.> -nowadtextures not sure where to put that

Sorry for suckzoring at MS:C mapping lawl I dont know exactly how to balance out level ranges and stuff :[
 
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