[Released rv1.1] Dragoon Caverns

furion001

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Dragoon Caverns

Discuss the map here!

Helpful hints:
- Fight the dragoons with opposites! you'll kick but better that way.
- DON'T RUSH! .. Servers become unstable when this happens.

Changelog
rv1.1
-Stripped torches and replaced them to improve stability.
---
rv1.0
-Map FN approved and added to MAR2011a Beta Patch (Thank you! :D)

---
v1.4

-Reverted Torches due to drop in framerates
-Added a (might be stylish) visblock hall to the end of the map.
-Increased quality of the bounty letter (also made it transparent around the edges giving it a "ye olde time" paper look.)
---
v1.3
-Increased Difficulty by adding Elite Dragoons
-Improved Dragoon Model
-Added Dragon_elite models
-Changed wall torch brushes to Func_illusionary to prevent unnecessary Clipping

---
V1.2
-Repositioned various monsters
-Many script changes
-added some aesthetic touches

---
V1.1

-Fixed a bug where Demetricus would get stuck in the ground when he spawned.
-Added various aesthetic touches to the halls.
-Added a midway warp point.
-Fixed easter eggs being too easy to reach.
-forced to use -sparse to rad command line for better light.

---
V1.0
Initial release
 

Dridmar

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Re: Dragoon Caverns

furion001 said:
Hello again.. I've created a very medieval map for Condition Zero, that I'm starting to port over to MSC.
It is not a linear map


Once again it's a map from a game called "Might and Magic 6: The Mandate of Heaven" I bled over the conversion process but I had finally finished it for CZ.

Now.. I want to put enemies in it.. but I'm not sure which.. In the original game There were Thugs, Soldiers and Slimes (basement area)..

What enemies could I use?

We have slimes and pudding monsters that you could use for the map, as well as bandits.
 

furion001

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Re: Dragoon Caverns

I've tested with those slimes, but they aren't much of a challenge against mid-high level players. The Bandits I can use but I need boss like soldiers Is there a way to get a Guard model holding a shield and sword? and just as strong as Elite bandits?
 

Thothie

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Re: Dragoon Caverns

Could be done... To give any suggestions though, I'd really need to know what level range you were looking at. The Torkalath elves make good high end humanoid troops, but they are very, very mean. Could also make a less elite series of them, as was intended for The Menalion ruins, without too much effort.
 

furion001

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Re: Dragoon Caverns

I was intending the first part of the map (up to the first gate) to be somewhat 15 level, up to the second gate 20-25, and last the last area 30. The map is fairly large for a indoor map.

 

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Re: Dragoon Caverns

What a nice place to put some low-mid level pole arms!!
Now you HAVE to finish this :wink:
 

furion001

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Re: Dragoon Caverns

guess I'll do Sewer slimes and Trained bandits? with a few elites here and there hehe
 

Thothie

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Re: Dragoon Caverns

If ye want slimes, I suggest the large black, and huge black, rather than sewer slimes...

Huge black can be pretty mean, much more so with some dmgmulti... Splits into four large slimes when destroyed, which in turn split into three small slimes.

monsters/slime_black_huge
monsters/slime_black_large

Green slime shoots bile and runs away - pretty fast, so can be a good hit and run creature while some larger creature keeps the player's attention:
monsters/slime_green

There's also the lightning slimes as seen in the sewers: monsters/slime_lightning

There's a large green slime, but it's untested (monsters/slime_large_green [convention fail]). Can't hardly recall, but it looks as though it has some really debilitating poison attacks, maybe for around 15-20th level by default.

There's also a frost slime script, but it won't work, cuz there's apparently nothing in the script file. >_> (Placeholder, I guess.)
 

J-M v2.5.5

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Re: Dragoon Caverns

Y'know, I've wondered: if you buff a huge slime with the mapper toys (let's say: 8x damage, 4x HP, 50% armor, immune to cold), will its children (the four large slimes) and the children of its children (the four times three small slimes) also have the same buffs?
That'd be really awesome tbh.
 

furion001

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Re: Dragoon Caverns

Testing an area with huge black slime inevitably crashed my test server XD But that was because I killed 7 huge slimes ((7 X 4) X 4) all at the same time.. (Orion bow)

but maybe if I use two Huge Slimes with HP x3 DMG x6 30% Armor resistant to cold, whilst I use, 3 distracting poisonous slime (Corrosive Slime) with same stats and annoying 4 Electric Slimes (Acidic Slime) with half the stats.. But that being in the Secondary boss room I just use standard poison slimes with doubled stats along the way there?

As for the main boss I want to use something challenging.. What about a Bandit leader?
 

furion001

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Re: Dragoon Caverns

J-M v2.5.5 said:
Just for your information, mappers can only give monsters 50% or 80% armor as far as I know.

Oh durr XD Sorry It's hot here... Slight misclick of keys. I meant 50%
 

Thothie

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Re: Dragoon Caverns

monsters/bandit_boss will give you a random bandit boss, named "Bandit Leader"

If you have specific stats for a slime you want to use on an existing slime, I can work that out for ye. I can't do any complex scripting till I'm done with Sorc Villa, but simple mods like that are quick enough.

You can give immunity to cold with the add param "cold_immune" - but we do not currently have a mapping function for cold resistance, I dun think.

But yes, needless to say, with monsters that multiply like the huge slimes, you kinda have to restrict yourself to one at a time.

The dmg/hpmulti's do NOT pass from the huge slime to the littles ones. :/ Like J-M said though, it'd be nice if they did - and maybe I could arrange it... (Huge slime be much older than the hpmulti/dmgmulti options)

Mind you, any monster-death triggers you use will go off when the big slime first divides.
 

furion001

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Re: Dragoon Caverns

Awwrr.. well then I'll experiment with different amounts of em. the are with slimes has ALot of em in MM6

Thanks for the info fellahs
 

J-M v2.5.5

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Re: Dragoon Caverns

Thothie said:
but we do not currently have a mapping function for cold resistance, I dun think.
I noticed this really sneaky haxor parameter on the four Djinns in the_wall:
set_takedmg_holy;0.5

You never mentioned this one in any of the patch logs. Are there more of such commands? To give cold resistance, for example :p ?
 

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Re: Dragoon Caverns

J-M v2.5.5 said:
Thothie said:
but we do not currently have a mapping function for cold resistance, I dun think.
I noticed this really sneaky haxor parameter on the four Djinns in the_wall:
set_takedmg_holy;0.5

You never mentioned this one in any of the patch logs. Are there more of such commands? To give cold resistance, for example :p ?
They are just revamped Ice Trolls, so without that bit they wouldn't be subject to holy damage (which I figure violates are Djinn mythos, such as it is)... But that's the only parameter I've botherered to setup of that sort so far.

There are a lot of h4x0r parameters available, but it'd take me a long arse time to catalog them all - I just tried to get a list of some of the more useful ones in the mapping tutorial. Technically, you can call any event the monster may use - with a single paramter to boot - and that's a hell of a lot of events (the average monster having maybe 20 of its own, and well over 100 shared ones) - though most wont do anything useful.
 

furion001

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Re: Dragoon Caverns

Tour map available (No enimies)

Take a look and discuss the map. ^^
 

Echo717

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Re: Dragoon Caverns

I remember looking somewhere that there are bog monsters and something called shamblers, monsters as of yet unused me thinks
 

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Re: Dragoon Caverns

Anything but not the horrible bog monster
 

furion001

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Re: Dragoon Caverns

I just kicked the crap outta myself doing this.. and I'm STILL not done XD

Major updates (LEGEND +Major =Minor -removed)
+more secret areas
=Different Textures
-Crappy torches
+Better torches
=Furniture and details

Take a looksie! Be warned though.. FILE IS BEEEEEEEEEEG .. better to download and view in paint or something.

http://i.imgur.com/9H3W9.jpg

Any ideas on what to add will be much appreciated.

The Cellar area (With all the barrels) has a high wpoly count.. that I'm unsure is terrible or not. (wpoly at around 1400 MAX there)
 

Thothie

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Re: Dragoon Caverns

I got a BSP, that I *think* was from you, of an extensive maze map, with really low res textures. I'm not sure what ye did with the source. :\

Also, please hold up your ceilings, I get all clausterphobic in Wolfenstein 486 style maps. ;)
 

furion001

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Re: Dragoon Caverns

Thothie said:
I got a BSP, that I *think* was from you, of an extensive maze map, with really low res textures. I'm not sure what ye did with the source. :\

Also, please hold up your ceilings, I get all clausterphobic in Wolfenstein 486 style maps. ;)

Yeah.. That BSP is incredibly outdated, I didn't give ya the source yet since I wasn't done building :p
Is there a way I can script my own enemies? I can stick with Bandits which is fine but I'd like to reskin and tweak them, so the map has a little less feel of the_keep. XD

Like adding support beams and such to the ceilings? I can do that Sorry if it seems that way.. heh :p

I might upload what I have done so far, so people can explore and check it out, maybe even find all the secrets :p
 

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Re: Dragoon Caverns

furion001 said:
Is there a way I can script my own enemies? I can stick with Bandits which is fine but I'd like to reskin and tweak them, so the map has a little less feel of the_keep. XD
Jes, you can make your own enemies with the script system as described yonder although the documentation is still WIP, and there's some bugger up going on, apparently, as to which folder the test scripts go into (apparently either scripts or test_scripts, depending on the alignment of the stars in your area.)

I can give you the bandit source scripts - they are kinda conglomerated, which makes them a bit difficult to use, but if you just want to point them at a modded model, that's simple enough - or just cough up the modded model and I'll do it for ye in a jiffy.
 

furion001

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Re: Dragoon Caverns

Thothie said:
Jes, you can make your own enemies with the script system as described yonder although the documentation is still WIP, and there's some bugger up going on, apparently, as to which folder the test scripts go into (apparently either scripts or test_scripts, depending on the alignment of the stars in your area.)

I can give you the bandit source scripts - they are kinda conglomerated, which makes them a bit difficult to use, but if you just want to point them at a modded model, that's simple enough - or just cough up the modded model and I'll do it for ye in a jiffy.

I could definately use the bandit source scripts, I want to try and tweak their stats and behavior, since I kinda couldn't find a bandit_base.script in the test_scripts stuffs. (or anything related to them for that matter.)
 

Thothie

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Re: Dragoon Caverns

"behavior" is hard to change, but stats and models are easy:
http://www.thothie.com/msc_dev3/ye_bandits.rar

They are old convention, and conglomerated, so it's a bit hard to work with. The larger files contain the conglomerated bandit sets - the smaller ones just define which of the set to use.
 
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