[Released rv1.1] Dragoon Caverns

furion001

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Re: Dragoon Caverns

J-M v2.5.5 said:
Also why are you using SPRITES for torches and barrels???

Because I can! >:C

... No really I WAS going to use em.. but I decided against it and added 3d barrels and torches.
 

furion001

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Re: Dragoon Caverns

I believe my map is now finished..

I tested it with my own character (which is 28) ... my opinion for difficulty.. For soloing is 30.
... I tried to test it with three people at a lan party.. but I couldn't get around to it. So I need help setting it up for multi-player testing.

What do I need to do?

Another thing.. I had made alot of script variants... kinda all to change what spawns.
4 elements (ice_*, psn_* , fire_* , and zap_*)
6 weapons (*_sword, *_archer, *_mace, *_unarmed, *_axe, *_mage)
and random variables .. Random_* , *_Random and *_random_nm (no mage, last thing you want is a army of mages spamming spells)

So for a random weapon from a ice dragoon and don't want mages spawning, you would use dragoons/ice_random_nm
.. here they are.. I'm pretty sure in the small scripts the temp_scripts define needs to be changed... but I'm not sure to what it will be.. heh.. would the define "scripts/dragoons/dragoon" be ok?
 

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Re: [BETA V1.0] Dragoon Caverns

*Harmless bump to show the completion of the map.*
 

Thothie

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Re: [BETA V1.0] Dragoon Caverns

Need map sauce too.

Then maybe I can setup a DLL for an MP test.
 

furion001

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Re: [BETA V1.0] Dragoon Caverns

Thothie said:
Need map sauce too.

Then maybe I can setup a DLL for an MP test.

I'm not QUITE comfortable releasing the source yet until I get some snags fixed

Well I managed to get a test group to help me, and got ALOT of helpful criticism, We found quite a bit of Graphical errors, Major bugs, and Illogical areas that need to be fixed.. then I'll relax and hand over the source.

heh.. sorry.
 

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Re: [BETA V1.0] Dragoon Caverns

Remember 2 send model 2.
 

TheOysterHippopotami

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Re: [BETA V1.0] Dragoon Caverns

It's great to see yet another new map near release. I can't wait to play this on FN.

However, I have some major problems with this map that I want to express publicly. I think others might agree.

Basically, I am upset about the transition zone for this map. This map is taking one of the most beautiful, intriguing and anticipated transitions in the entire game. Namely, the waterfall transition in the Plains of Daragoth, right outside of Deralia castle.

http://i35.photobucket.com/albums/d175/ ... ture01.jpg

I am opposed to this for many reasons:
1) It's completely random. WHO are these Neon colored 'dragoons' and what relevance do they have to the MSC lore at all? WHY are they based outside of Deralia castle? Why should something so utterly random be awarded this transition?
2)It makes no sense. The king of Deralia has no idea that these dragoons are camped underground here? And again, what are they doing down here in the first place? Why are these neon colored bandit reskins even being used in the first place?
3)It is unnatural. The waterfall transition clearly connects to a cave. Your map is not a cave. It is more like a Labyrinth or a maze.
4) A better map could go there. While I like this map and think it will be great fun to play, and while I am grateful for your all your hard work and think the end product is good, I don't think it is one of MSC's absolute best maps. However, that waterfall transition is one of the best, most interesting transitions in the whole game. I do not, by any means intend to say that your map is bad. Only, that I wish for a better map for my favorite transition.


Does anyone else agree with me on this?
 

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Re: [BETA V1.0] Dragoon Caverns

TheOysterHippopotami said:
It's great to see yet another new map near release. I can't wait to play this on FN.

However, I have some major problems with this map that I want to express publicly. I think others might agree.

Basically, I am upset about the transition zone for this map. This map is taking one of the most beautiful, intriguing and anticipated transitions in the entire game. Namely, the waterfall transition in the Plains of Daragoth, right outside of Deralia castle.

http://i35.photobucket.com/albums/d175/ ... ture01.jpg

I am opposed to this for many reasons:
1) It's completely random. WHO are these Neon colored 'dragoons' and what relevance do they have to the MSC lore at all? WHY are they based outside of Deralia castle? Why should something so utterly random be awarded this transition?
2)It makes no sense. The king of Deralia has no idea that these dragoons are camped underground here? And again, what are they doing down here in the first place? Why are these neon colored bandit reskins even being used in the first place?
3)It is unnatural. The waterfall transition clearly connects to a cave. Your map is not a cave. It is more like a Labyrinth or a maze.
4) A better map could go there. While I like this map and think it will be great fun to play, and while I am grateful for your all your hard work and think the end product is good, I don't think it is one of MSC's absolute best maps. However, that waterfall transition is one of the best, most interesting transitions in the whole game. I do not, by any means intend to say that your map is bad. Only, that I wish for a better map for my favorite transition.


Does anyone else agree with me on this?

I feel inclined to agree. There should be a cave map that uses that transition and have the cave map lead to YOUR map.
 

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Re: [BETA V1.0] Dragoon Caverns

TheOysterHippopotami said:
It's great to see yet another new map near release. I can't wait to play this on FN.

However, I have some major problems with this map that I want to express publicly. I think others might agree.

Basically, I am upset about the transition zone for this map. This map is taking one of the most beautiful, intriguing and anticipated transitions in the entire game. Namely, the waterfall transition in the Plains of Daragoth, right outside of Deralia castle.

http://i35.photobucket.com/albums/d175/ ... ture01.jpg

I am opposed to this for many reasons:
1) It's completely random. WHO are these Neon colored 'dragoons' and what relevance do they have to the MSC lore at all? WHY are they based outside of Deralia castle? Why should something so utterly random be awarded this transition?
2)It makes no sense. The king of Deralia has no idea that these dragoons are camped underground here? And again, what are they doing down here in the first place? Why are these neon colored bandit reskins even being used in the first place?
3)It is unnatural. The waterfall transition clearly connects to a cave. Your map is not a cave. It is more like a Labyrinth or a maze.
4) A better map could go there. While I like this map and think it will be great fun to play, and while I am grateful for your all your hard work and think the end product is good, I don't think it is one of MSC's absolute best maps. However, that waterfall transition is one of the best, most interesting transitions in the whole game. I do not, by any means intend to say that your map is bad. Only, that I wish for a better map for my favorite transition.


Does anyone else agree with me on this?
I agree also.
 

zeus9860

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Re: [BETA V1.0] Dragoon Caverns

I also agree on this, doesn't make much sense to me to have a threat of this kind right next to a city. I think the map should have some other transition that fits it more properly.
 

TheOysterHippopotami

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Re: [BETA V1.0] Dragoon Caverns

One potential suggestion: What about replacing the bandit reskins with Kharaztorant cultists? Or further reskining them to look like mutated experiments? You could have it trans to kfortress or demontemple, or it could remain unconnected.
 

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Re: [BETA V1.0] Dragoon Caverns

J-M v2.5.5 said:
I agree with Oyster. Also:

TheOysterHippopotami said:
I wish for a better map for my favorite transition.
And here I thought I was strange :oldshock:

I think this transition fits best.

I disagree for that transition. That one is far too surreal for a map of this theme.
 

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Re: [BETA V1.0] Dragoon Caverns

imo the best transition for it is the one below the cottage in mscave, or the slime cave in wicardoven
 

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Re: [BETA V1.0] Dragoon Caverns

TheOysterHippopotami said:
One potential suggestion: What about replacing the bandit reskins with Kharaztorant cultists? Or further reskining them to look like mutated experiments? You could have it trans to kfortress or demontemple, or it could remain unconnected.

Uuuuuuuh... Nooo. I chose the skin I actually hacked and edited to my liking.. sorry.

I could definatly use the transition Echo717 chose.

Echo717 said:
imo the best transition for it is the one below the cottage in mscave, or the slime cave in wicardoven

The one under the cottage could be ok .. if nothing was planned there.
 

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Re: [BETA V1.0] Dragoon Caverns

furion001 said:
Echo717 said:
imo the best transition for it is the one below the cottage in mscave, or the slime cave in wicardoven

The one under the cottage could be ok .. if nothing was planned there.

I thought on that one too earlier today... But i thought it looked better than the waterfall one. Imo you should either pick that or use kfortress/the_keep to transition to your map somehow.
 

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Re: [BETA V1.0] Dragoon Caverns

The_Keep transition kinda sounds... perfect for it =O Dragoon Caves houses better-equipped banditos.

Just my 2 gold.
 

furion001

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Re: [BETA V1.0] Dragoon Caverns

Drathamus said:
The_Keep transition kinda sounds... perfect for it =O Dragoon Caves houses better-equipped banditos.

Just my 2 gold.

Humm.. quite true..

Would using that one be alright? or should there be a free roam map for it first?
 

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Re: [BETA V1.0] Dragoon Caverns

A small free roam map leading from the keep to your map sounds pretty awesome, actually.
 

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Re: [BETA V1.0] Dragoon Caverns

TheOysterHippopotami said:
A small free roam map leading from the keep to your map sounds pretty awesome, actually.


Aight guess I can do that.. but this map may be disconnected until I get it done..

Unless someone wants to take up the freeroam map, I'm thinking about going with a canyon like map similar to Bloodrose.

I'll get this one done before then.
 

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Re: [BETA V1.0] Dragoon Caverns


Error I came a crossed.. any ideas why it's doing this?



Someone told me there needed to be a source for the water in the sewers.. so I added this.
 

J-M v2.5.5

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Re: [BETA V1.0] Dragoon Caverns

Can you check your compile log for something along the lines of "Leaf portal saw into leaf". There's a way to fix this, but unless you know how to use HINT/SKIP brushes, you should let someone else do it for you.
Also, there's some texture seaming issues visible in that screenshot.

Also, the water coming out of the crack in the wall is way less transparent than the water on the ground. I had to look twice before I noticed there was already a body of water present. You should have the waterfall and the water you walk in match in terms of colour and transparency.
 

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Re: [BETA V1.0] Dragoon Caverns

furion001 said:
Error I came a crossed.. any ideas why it's doing this?
Usually it's caused by a set of brush corners coming together at odd angles, or minute amounts overlapping, fuxing with the compiler's mind. Delete and rebuild the geometry in the area, cut up or simplify if possible, and it'll fix itself.
 

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Re: [BETA V1.0] Dragoon Caverns

J-M v2.5.5 said:
Can you check your compile log for something along the lines of "Leaf portal saw into leaf". There's a way to fix this, but unless you know how to use HINT/SKIP brushes, you should let someone else do it for you.
Also, there's some texture seaming issues visible in that screenshot.

Also, the water coming out of the crack in the wall is way less transparent than the water on the ground. I had to look twice before I noticed there was already a body of water present. You should have the waterfall and the water you walk in match in terms of colour and transparency.

Fixed em both, I decided rebuilding that area where the vis error was is a better option.. and it turned out well

Also added a midpoint portal so theres no longer taking forever to get from the spawn to the boss.
 

furion001

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Re: [BETA V1.0] Dragoon Caverns

BIG Snag in production. :(

The computer that the project is on has decided to semi-kill itself, The power supply fans are burning out..

I might be able to fix it by taking the PSU apart and oiling things.. but.. I don't have any of the specific oil (Being 3-in-one or lightweight Sewing machine oil) but in the meantime.. I don't want to risk running my computer on grinding bearings.

.. Bizarre how things like this happen when we get so close to finishing...
 
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