[Released rv1.1] Dragoon Caverns

Thothie

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Re: [BETA V1.0] Dragoon Caverns

furion001 said:
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...
Computers only break down when you need them. I gotta call yesterday telling me I've gotta go out and fix a payroll network on Monday - said payroll being processed on Monday - go figure.

Oil? Eh... Better to just replace the fan. PSU fans are plastic - they don't respond well to the wrong sort of lubricant.
 

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Re: [BETA V1.0] Dragoon Caverns

Thothie said:
Computers only break down when you need them. I've gotta call yesterday telling me I've gotta go out and fix a payroll network on Monday - said payroll being processed on Monday - go figure.

Oil? Eh... Better to just replace the fan. PSU fans are plastic - they don't respond well to the wrong sort of lubricant.

Eh, They are but the bearings aren't, Dad got me some '3-in-one' and it worked like a charm, at least for now. So I do have my Main PC back (thank god.. XD) still a slight rattling.. but it's NO WHERE near as loud as it was.. eheh

At least its a good sign.. I can get back to work.. shortly after I backup the map.
 

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Re: [BETA V1.1] Dragoon Caverns

Giving this the once over in the map viewer, though I can't say much about it without a source... Seems the aesthetics have improved somewhat... Map is quite large, but part of the secret to having a really huge map is a Nintendo 64 sense of aesthetics, I suppose.

You have a lot of doors - make sure they have no move or stop sounds, or they may make the server crash when a monster blocks them in a multiplayer situation. (If you MUST have a sound, have them target a env_message or ambient_generic when the open/close.)

It also seems you have a large msarea_monsterspawn near the chain bridge, and its edges go off the map. If you are using the spawn within box option there, beware that your monsters may spawn off the map. (Even if an msarea_monsterspawn is touching the edges of the hull, monsters may spawn in the walls, so you have to keep them well inside - also do not use multiple brushes to make up that sort of spawn.) You should use the point entity ms_monsterspawn whenever you are NOT using the spawn within box option, as it'll save some resources.
 

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Re: [BETA V1.1] Dragoon Caverns

Thothie said:
Giving this the once over in the map viewer, though I can't say much about it without a source... Seems the aesthetics have improved somewhat... Map is quite large, but part of the secret to having a really huge map is a Nintendo 64 sense of aesthetics, I suppose.

You have a lot of doors - make sure they have no move or stop sounds, or they may make the server crash when a monster blocks them in a multiplayer situation. (If you MUST have a sound, have them target a env_message or ambient_generic when the open/close.)

It also seems you have a large msarea_monsterspawn near the chain bridge, and its edges go off the map. If you are using the spawn within box option there, beware that your monsters may spawn off the map. (Even if an msarea_monsterspawn is touching the edges of the hull, monsters may spawn in the walls, so you have to keep them well inside - also do not use multiple brushes to make up that sort of spawn.) You should use the point entity ms_monsterspawn whenever you are NOT using the spawn within box option, as it'll save some resources.

eh.. sorry I tried to improve at the best of my abilities. hehe

The doors only open once and stay open.. so they don't bounce back when blocked, I made sure to position the monsters away from the doors to prevent them from being blocked, they also open in specified directions to be out of the way.

Theres a point entity for monster spawning?? ... I honestly didn't know :O ... They huge monsterspawn was the first set of monsters I had made.. it's also not really a monsterspawn.. but a trigger_once. that spawns the slimes down there. besides.. all my monsters on the map spawn at their placed positions.

I feel ready to give you the source now,

Alright.
so all the resources, the wads used, the rmf/map, and the compiling info?
 

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Re: [BETA V1.1] Dragoon Caverns

Yeah... wads, models, waves, sprites, mp3s (music), rmf, and compile params (including any custom lights.rad entries). I can get to work on the polearm after I get a chance to weigh the map difficulty. (Or, if it's self adjusting, after I see what the averages come to at the end.)
 

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Re: [BETA V1.1] Dragoon Caverns

Thothie said:
Yeah... wads, models, waves, sprites, mp3s (music), rmf, and compile params (including any custom lights.rad entries). I can get to work on the polearm after I get a chance to weigh the map difficulty. (Or, if it's self adjusting, after I see what the averages come to at the end.)

sent, I forgot to add the music to the archive.. but it should be in the v1.0 version.
 

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Re: [BETA V1.1] Dragoon Caverns

Try to get it over before the end of black history month... And warn me if you feel this is not ready for release come then. :)
 

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Re: [BETA V1.1] Dragoon Caverns

Thothie said:
Try to get it over before the end of black history month... And warn me if you feel this is not ready for release come then. :)
I sent the pm already XD it has everything except the music.. which is in th beta v1.0 archive.
 

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Re: [BETA V1.1] Dragoon Caverns

[/compiles] Sweet, over a million feet of map in less than 2 minutes!
[gets to hlrad phase] FUUUUUUUU!

Heh, seems to work with no major issues. You are not using the koolaid sprite nor wave file, so I suppose I can axe them to save some space.

The map is actually quite a bit easier than The_Keep, until you reach that boss battle, at least. I'm a bit worried that players may get stuck inside the spawning minions in that battle - you might want to rig a bit where they walk into the room, or at least spawn high up enough to avoid it. Up until that, it's a ~level 20 map.

Not sure what level of difficulty you were actually after - they may scale up well if you wanted them to self adjust though. I also assume you want all these daragoth chests replaced with something custom.

It's difficult to tell regular bandits and elite bandits apart, the way these models are setup - not sure if you wanted to do anything about that. Archers also seem really weak - I'm not sure if any of them are using elite stats.

There's something written on the scroll model, but I can't make it out for the life of me. If you have the source texture, and it's higher res, you can usually double the size of a texture to make it more legible (though you may have to decompile the model to do it).
 

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Re: [BETA V1.1] Dragoon Caverns

Thothie said:
[/compiles] Sweet, over a million feet of map in less than 2 minutes!
[gets to hlrad phase] FUUUUUUUU!

Heh, seems to work with no major issues. You are not using the koolaid sprite nor wave file, so I suppose I can axe them to save some space.

The map is actually quite a bit easier than The_Keep, until you reach that boss battle, at least. I'm a bit worried that players may get stuck inside the spawning minions in that battle - you might want to rig a bit where they walk into the room, or at least spawn high up enough to avoid it. Up until that, it's a ~level 20 map.

Not sure what level of difficulty you were actually after - they may scale up well if you wanted them to self adjust though. I also assume you want all these daragoth chests replaced with something custom.

It's difficult to tell regular bandits and elite bandits apart, the way these models are setup - not sure if you wanted to do anything about that. Archers also seem really weak - I'm not sure if any of them are using elite stats.

There's something written on the scroll model, but I can't make it out for the life of me. If you have the source texture, and it's higher res, you can usually double the size of a texture to make it more legible (though you may have to decompile the model to do it).

I can fix the boss minions easy hehe

I was actually trying to gun for 20-30 static difficulty

I was planning that, but since I dunno how to script chests I just used them XD

There are no elites XD I haven't scripted them yet all those are equal to trained bandits just with more health and higher stats

The scroll is kinda a easter egg ;P kinda there as a joke for those who actually wanted to take the time to read it XD
I do have the source for it on my main PC and I can improve it if you like.

If it would help I can make a elite dragoon model and script them.
 

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Re: [BETA V1.1] Dragoon Caverns

furion001 said:
There are no elites XD I haven't scripted them yet all those are equal to trained bandits just with more health and higher stats
Ah, that explains it... I was getting DOT's from a bunch of these bastards, so I thought you had scripted some elites, but now that I look at it, they are just regular bandits with some DOT attacks tacked on.

The elite bandits jump around and have magical weapons, with various special attacks (usually AOE stun and AOE DOT attacks). They also do quite a bit more damage and have more HP. About a third of the bandits in The_Keep are elites, so if you were aiming for the same level range as that map, yeah, you'd have implement said.

Might make sense to give the bandit boss some better attack range and fire DOT with his spear.

If you don't juice it up, maybe I can make greater and lesser variations of said spear, and reserve the greater for a reward on some more difficult map.


furion001 said:
The scroll is kinda a easter egg ;P kinda there as a joke for those who actually wanted to take the time to read it XD
I do have the source for it on my main PC and I can improve it if you like.
I figured - I can *barely* make out your name on the signature, but that's about it, so the joke is, umm...Very "inside" as it stands now. ;)
 

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Re: [BETA V1.1] Dragoon Caverns

Thothie said:
Ah, that explains it... I was getting DOT's from a bunch of these bastards, so I thought you had scripted some elites, but now that I look at it, they are just regular bandits with some DOT attacks tacked on.

The elite bandits jump around and have magical weapons, with various special attacks (usually AOE stun and AOE DOT attacks). They also do quite a bit more damage and have more HP. About a third of the bandits in The_Keep are elites, so if you were aiming for the same level range as that map, yeah, you'd have implement said.

Might make sense to give the bandit boss some better attack range and fire DOT with his spear.

If you don't juice it up, maybe I can make greater and lesser variations of said spear, and reserve the greater for a reward on some more difficult map.

I had them set so at a 30% chance they would trigger their DoT's.. a DoT every hit was QUITE annoying XD
I can try to script the elites and make a model for em :p
I guess I can adjust the normal ones to be 10% chance to DoT and let the elites 30% to DoT.

I kinda wanted it to be tougher than The_Keep XD since I'm also making a free roam map to attach to the empty transition at the end of the_keep (which will connect to this map)

I'll adjust the boss too to help

A greater and lesser variation? .. hum.. sounds like a good idea. hehe
 

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Re: [BETA V1.1] Dragoon Caverns

Scaling difficulties is nice, makes maps like Catacombs possible at 25.
Oh wait.
 

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Re: [BETA V1.1] Dragoon Caverns

Age said:
Scaling difficulties is nice, makes maps like Catacombs possible at 25.
Oh wait.
Actually, my main (23) can solo that map, but it takes bloody forever, and involves a lot of exploits (crushing horrors with doors, etc)... Also, he probably couldn't do it at all, if he had to take that damned spear-chucker mummy head on (inb4 'that's racist'), and you'll have to in the next patch.

However, if there's less than 1500hp on the server, said mummy will also downgrade to a warrior of the same type, so it should work out, more or less. There's a lot of monsters that don't appear at all if you have less than 1500hp or so on the server (gold guards, eldritch vapors, etc), so you can get away with two-three level 25's, and be good to go. Treasure won't be that great though.
 

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Re: [BETA V1.1] Dragoon Caverns

Well, I did it with someone else, around 800 HP I think, and my main 25 has 636HP, so we must've just hit the 1500 softcap, because I know we spent at least half an hour trying to kill that damn Chucky IV before the ice wall glitched (after killing the skulls first, wat) and I went to bed.
 

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Re: [BETA V1.1] Dragoon Caverns

Chucky IV? The legionnaire upgraded to level IV? Even if you have over 5000hp on the server, he shouldn't upgrade to higher than level 2. :\ Hrmmm... Even at base level, however, he'll pwnz0rs level 25's pretty damned fast. He's single-minded enough that he won't switch targets very quickly, but he's got so much hp, and can tear down his target so fast, that it doesn't make much difference at that level.

At the moment, there's a bug on the map, however, allowing you to bypass him entirely. :/
 

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Re: [BETA V1.1] Dragoon Caverns

Are we both talking about the lord of wars that you fall into the pit of no return with so he can eat you in three swift hits? If so, it was probably just base level, but he was still doing 180 damage to me through ice shield, so I couldn't do much outside of volcano spam.
 

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Re: [BETA V1.1] Dragoon Caverns

Wait, yeah, "Mummified Warlord"... And yeah, even at base level, he's a 35-40+ Beast... You can bypass him though (and most folks usually do, though not on purpose - and it does cost you a chest). If he does spawn, you can use the teleporters to bypass him until you kill the right guy to take down the ladder shield and thus escape the pit of no return - so long as he doesn't manage to snag you with the force cage... Cuz then yer just boned.

Mummified Legionnaire replaces him in the next version, if you're <1500hp total. Half the health, half the armor, half the damage output, and no force cage. But you can no longer get out of the pit nor advance to the next section without taking him down, as was the original intent.

Beyond that point it's not so bad... Just two big skeletons - no unholy shadow things... Meanest bit is the fire djinn, but he only has two escorts, instead of four, and both he and they are a lot weaker.

I didn't expect the self-adjusting system to work out quite right on the first try, which is one of the reasons I favored trying a "light" version on this map, before introducing the more extreme version in Orc_For, but I still think it hit closer to the mark than I thought it would the first time out.
 

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Re: [BETA V1.1] Dragoon Caverns

Uuuuupdate!

Spent a good while building elite dragoons
Check em!
even added the spear to the arsenal.
I even finished the base elite script and it's ready for me to add them to the map.
 

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Re: [BETA V1.1] Dragoon Caverns

This model looks much better than your other ones. I suggest you consider switching out their weapons for something else, though. We've seen these weapons enough on the normal bandits. If they were holding different weapons it'd be a breath of fresh air, imo.
 

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Re: [BETA V1.1] Dragoon Caverns

Was hoping to have this map ready by the patch, so I suggested that he just reskin the existing elite bandits and otherwise keep their current scripts. Making new weapons would take time.

Looks like he's going for at least one new weapon though (spear) - might be tricky, if he wants to make the bandit both throw and melee with it. Also, there appears to be a mudkip attached to his head - looks painful. ;)
 

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Re: [BETA V1.1] Dragoon Caverns

Thothie said:
Was hoping to have this map ready by the patch, so I suggested that he just reskin the existing elite bandits and otherwise keep their current scripts. Making new weapons would take time.

Looks like he's going for at least one new weapon though (spear) - might be tricky, if he wants to make the bandit both throw and melee with it. Also, there appears to be a mudkip attached to his head - looks painful. ;)

Currently the Spear Elite only uses the axemans jump script, just something quick and slapped together.
and swapping weapon models is easier than it seems, all I have to do is decompile any p_model find the weapon I'm looking for and use it's floor model. :3 it's what I did with the spear.

I'm pretty sure once I place a couple more of the elites I can have this ready by today. If nothing bad happens I mean.


TheOysterHippopotami said:
This model looks much better than your other ones. I suggest you consider switching out their weapons for something else, though. We've seen these weapons enough on the normal bandits. If they were holding different weapons it'd be a breath of fresh air, imo.

Thank you!
I also replaced the normal dragoons with the same model but with a texture change to tell them all apart.
 

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Re: [BETA V1.1] Dragoon Caverns

Before I continue Might I get the respective element opposites?
Right now I have it set as
FIRE <-> ICE
Poison(earth) <-> Zap(air)

or should it be
FIRE -> ZAP -> POISON -> WATER -> FIRE
 
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