sky_pillar/ms_skypillar/kai_skypillar? [WiP]

kai

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The Sky Pillar a WiP map by Kaisaar Edvitch.

High above the clouds lurks a evil secret... a once proud fortress of the goddess Felewyn hovers idle above the earth below, a constant distort of red flowing lightning being pulsated through a small opening at the top. The red energy being fed into the sky high above, irritating the natural weather patterns of Daragoth, and upsetting the balance as huge and massively destructive thunder storms are being brought about; killing many across the lands.

This was not normal.. the magic beam was once used to keep a protective fielding around the lands, protecting the people of Daragoth from the great evil Lor Malgoriand during the great war. The magic barrier was thought to be unbreakable, and it was, but like all things it began to slowly fade and the barrier collapsed. Many years later, after the great war, the old deserted ruins of the ancient temple still float high amongst our heads, but this time.. the remaining forces of Lor Malgoriand's evil had reawakened the great power of the pillar, evil red flowing aura bursting from the top and causing chaos..


Are you strong enough to come forth and destroy the evil that lies within the pillar's walls? Test your strength as you battle it out with Lor Malgoriand's monsters, and finally put a stop to the destructive pillar's emitting beam.

THIS MAP WILL BE FOR LEVELS 25-35!

Pictures will come later.

About me: Hello people. My name's Kai, I currently play this mod and I'm a big fan. I've been playing for awhile now, quite a very lot mind you, and I had an idea. Why not make a map? ..Well usually I don't have random thoughts like this, but hey. :p

Anyhow, I've been making a map for a little while now, mind you I've made 3 previous maps for this "ms_desertrun, ms_canyons, and ms_ft" ..None of these which I released because I thought the whole idea for them was sh*tty.
I planned on connecting all 3 of them, making some sort of gauntlet series, but I gave up on the project. I still have the source for ms_desertrun, but I lost the source for the other two.

All of that is really beside the point though, basically I've decided to try mapping again, this time I've thought through a concept for my map (A decent one, finally. :oldlol: )

Hopefully the map will be released in the next couple of days, if not tonight. I've been working a lot on it, and it's been pretty good so far. I really like using the "allinone.wad" by Crow. :wink:

No screens yet, so yeah. :p
 

J-M v2.5.5

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kai said:
god Felewyn
Goddess.

kai said:
THIS MAP WILL BE FOR LEVELS 25-35!
Respect, very good choice
r_mrgreen_huge.gif
 

kai

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This thread is hear by being bumped!

Progress!

I've made some good bits in progress, and I plan of having the player start off in a sort of re-fueling station for the mighty tower. It was accompany a good series of old undead to fight your way through all the way up until.. well, I don't wish to spoil it. :p

Please note, to Thothie, or who ever else might now something about this, I have a question.

28461170rr6.png


^ Is that okay? That's the box I have around the tower, which has a "sky" texture painted around it, which is 1 x 1 units. Also, I have a "Null" texture painted around the "sky" box as well; 1 x 1 too. I'm not sure if this okay, but it's the only way I really seem to know how to make the player seem to be floating upon a tower.

I'd like to note, should I add some trigger_hurt entity brushes at the bottom of the box? Because I don't want a player to fall and end up getting stuck and not being able to get back up. :roll:

And last but not least, this little number:
72319890ro4.png


Is that fine? it's the top of the tower where the beam is emitted, I have func_monsterclip entities placed around the perimeter 1 x 1 units. I'm just wondering as this is really my first time making an official map. :?
 

The Man In Black

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Oh shi- 1x1 unit walls. Run before Thothie has a freakout! No need to make them that thing >_>
 

kai

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I know, I know.. 1 unit grids causes split brushes, etc.. But seriously though, should I increase the size? :?
 

The Man In Black

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Having it be bigger isn't going to cause a problem. Make it nice and thick ;-)
 

Dridmar

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The Man In Black said:
Make it nice and thick ;-)

MiB likes them thick.
 

kai

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Alright, should I increase the size of the "sky" walls too? or just the "null" and monsterclips?
 

Dridmar

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kai said:
Alright, should I increase the size of the "sky" walls too? or just the "null" and monsterclips?

I would make walls biggers so they are easier to work with. Try to avoid those 1x1 things.
 

Thothie

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Ow... I didn't notice that joke until you objected to it. :roll:

Monsters will ignore 1 unit thick monster clips under certain circumstances, and hitscans will ignore 1 unit walls pretty much without fail, lest there is void beyond them. It not only causes mad splicing during render, but it tends to lead to mysterious map errors, faces dropping off, full-bright for no apparent reason, and the like, in addition to greatly increasing compile times, particularly for lighting, and makes vis very inaccurate.

As Gabe’s 10 Commandments say, try to stick to 16x16 unless you are drawing details, and go larger when you can. Anything smaller causes unneeded texture splitting, and anything uneven causes all the above.
 

The Man In Black

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Thothie said:
Ow... I notice that joke until you objected to it. :roll:

Monsters will ignore 1 unit thick monster clips under certain circumstances, and hitscans will ignore 1 unit walls pretty much without fail, lest there is void beyond them. It not only causes mad splicing during render, but it tends to lead to mysterious map errors, faces dropping off, full-bright for no apparent reason, and the like, in addition to greatly increasing compile times, particularly for lighting, and makes vis very inaccurate.

As Gabe’s 10 Commandments say, try to stick to 16x16 unless you are drawing details, and go larger when you can. Anything smaller causes unneeded texture splitting, and anything uneven causes all the above.

Gabe also advises baby eating, though :S
 

CrazyMonkeyDude

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kai said:
Please leave this thread if you're going to bring this sh*t into here. :|

Better lock this thread now, then, if you don't want anything remotely offtopic in it. That's an impossibility on these forums. ;)
 

Sabre

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So very true...At any rate,
I would love this map released, few dare try to build a map on a vertical plane, and I thought that that would make for some badass mappin'. Finish it :D
 

kai

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Progress

Okay people, it's that time again for a progress report! The map's coming along nicely, but yet slowly at the same time. My progress has took a very steep fall due to confusion of entity placing.

Picture one.
Picture two.
Picture three.

Those are pictures of the small refueling station for the tower.

And.. as for the entity problem, well.. here we go.
52471259jr5.png

The black circle and lines are the monsters. Once the monsters' lives have been exhausted, it's supposed to trigger and make the trigger_teleport entity identified by the light blue circle; available to use. Upon use, it should allow you to reach the upper level info_teleport_destination entity marked by a white circle. But see, how would I do this? Help please. :?
 

Thothie

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The black circle and lines are the monsters. Once the monsters' lives have been exhausted, it's supposed to trigger and make the trigger_teleport entity identified by the light blue circle; available to use. Upon use, it should allow you to reach the upper level info_teleport_destination entity marked by a white circle. But see, how would I do this? Help please

I see no black circles and lines… Or white space… Nor light blue circle… Howevah…

To enable/disable a teleporter you have to use a multisource as a master, together with the trigger_teleport.

But since all that is rather complicated, very often, mappers simply put the teleport brush within a breakable or on the other side of a door, that (breaks) open when the monsters are all dead, and the spawn’s fireallperish event fires. (When using multiple monsters with multiple lives, have them trigger a trigger_counter on spawn instead, as fireallperish is not dependable in that situation.)

Beware that teleporters often cause players to get stuck inside of each other, and you'll likely want a trigger_push on the info_teleport_destination to force those who port in to move out of the way of subsequent teleporties. Other solutions to this include providing multiple teleporters (as seen in Calruin2, both in the spider chamber and the chamber of BS) or using a trigger_changetarget to change the destination of the teleporter each time.
 

kai

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Well damn I feel dumb, I didn't post the correct image with the lines and stuff. :?

Thank you for the info, it helps.
 
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