The Frozen Summit (watch for download updates)

Thothie

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monsters/snowboar3 might make a good final boss for around those levels - so long as you're not intending them to solo it. morc_chief will probably prove to be too hard.

Next patch those Morg's will actually drop the lesser ice blade they intended.

Under Lanethan's original design - all the ice sections were super-hard - but given the number of mid-level ice beasties we have laying around... If you expanded on this (and I mean, expand a LOT) it'd be a good partition between two halves of the orignally intended Tundra series, have it work up to the harder section, probably connecting through keledrosprelude2. It would then be an official part of the MSC 1.1 package.

I dunno if Gaz is still "unwrapping" the skin from the spider model, or I'd have your wooly spiders out there already too. Various ice bone skeletons got put on backburner when we lost Orochi, but I may work em in on an older model. Cold Lady and Ice Elementals still need scripts, but at least the models are ready to go.
 

Thothie

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Burned out / kidnapped by WoW. I dunno if he'll come back or not - maybe I just road him too hard. Sad thing is, of the whole 1.1 supplement team, he was by far the most productive. If I realized how limited that energy was going to be, I woulda done more to encourage him to work on bigger issues, instead of squandering it on all the minor stuff the way we did. (Reskinning of viewmodels and all)

Gaz was offerin to do some stuff, I need to hassle him more... He's workin' on the Source version too, though, and I dun wanna take him away from anything he should be doing there.
 

Avoozl

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Ok, after alot of work these last two days I fixed what problems I had, implemented the changes, added a reward, changed the monster spawning, and many other things. This is the beta release which I will pull out of WIP for now and use on [FN].

In accordance to what Thothie said about expanding it and using it as a link map for the tundra series, I like the idea and will make that an extended goal. I think adding a cavern system and a frozen lake area with some new and difficult monsters should be perfect for that. It will be awhile before I can complete that project though as a result of my little break from work/school ending. So until then, enjoy the very complete ms_snow beta.
 

J-M v2.5.5

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Leviathan found a bug and showed it to Jelly, Jelly showed it to me, and then we both took screenshots. Here are mine. I won't link to them directly, because the six images explaining the bug are 640 x 480 pixels each.

http://i35.photobucket.com/albums/d175/ ... _pic01.jpg

http://i35.photobucket.com/albums/d175/ ... _pic02.jpg

http://i35.photobucket.com/albums/d175/ ... _pic03.jpg

http://i35.photobucket.com/albums/d175/ ... _pic04.jpg

http://i35.photobucket.com/albums/d175/ ... _pic05.jpg

http://i35.photobucket.com/albums/d175/ ... _pic06.jpg

As the pictures clearly show, there is a walk-through wall at the end of the tunnel (reachable only from the spot in picture #2). You can't walk any further than the spot shown in pictures #5 and #6, it's like you're in a closed box. Jelly told me that you get stuck if you crouch there.

You either made that on purpose, or there's a weird solid there, or your map suffered from a very weird compile bug at that point.

Also: pictures #4, #5 and #6 make me believe you have a box around your map. Please tell me that's not true.
 

Avoozl

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I am fixing the problem now and I will change the download link to two links, one with with the resources (models, .WAD, etc.) and another link for the map.bsp. Thit way those who have downloaded the package already dont have to download it all again just for a newer map. This will help in the future for any added updates, just check the date I have listed next to the download link to see if yours is recent.
 

Jax

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Hot damn! I get back from my love affair from Red Orchestra and I find this map....you guys never cease to amaze me :D I've always wanted a snowy map!

Time to return to MS:C :D
 

Avoozl

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I have been through a ton of unreliable file hosting programs in the last couple days and I am sick of trying to host these files. Thothie if you can host them for me at your website that would be great otherwise those who want them will need to PM me their email address to which I will send the files. Sorry for the inconvenience.
 

Thothie

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PM en route.
 

Thothie

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I've not had the chance to tear it apart in MSC yet - but I took a gander over it in HL - and I did play the first release long enough to get this jist of it.

I don't think it's too pre-mature to suggest that this is worth complete script list right here. Indeed, it's a good benchmark for what'd be required - wouldn't even have to be quite this good, really. V. nice.

You could expand on this quite a bit I suspect (although I also suspect you are anxious to move to another map). Wouldn't be too afraid to connect some areas via water or cave teleports or whatever need be to keep the FPS where it is... oh, and remind me to see if I can make it snow on this map via weather effects (I *think* maybe I can, but I've not gotten a good look at what the snow effects look like nor how bad they lag yet).

I'll get a better look at this version on MSC sometime tomorrow.
 

Avoozl

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Actually I plan on sticking with this map before moving on to another, I have already drawn out some rough plans for expanding it. I plan on adding a large frozen lake are and an underground cavern system. I was hoping to make the area I have now and the ice lake a requirement to advance to the cavern area of the map, which would contain the transition. Let me know if you have any progress with the ice bone skeles and the wooly spider, I could really use some new monsters of higher difficulty.
 

Xentoes

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Keep up the good work Avoozl :).
 

evilsquirrel

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dont forget thothie, you can always make temporary bad skins for the wooly spider and ice bone...actually ice bone could just be a blue skeleton :D
 

Thothie

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Skin for the icebone is done, it's just kinda on the wrong model, but no biggie.

Wooly spider's skin is so low res it just looks really bad when you try to 'add fur'. But I can just use a crappy white spider skin, tis true, it isn't actually stopping me from making the script.

EDIT:
• BTW the 0x0x0 point on your map is open. I'd put a hole in there and build a box around it, preferably open into the void on the bottom, then cover up said box with mound of snow or somethin. ( I realize the last few maps I released have spawn points at 0x0x0 - but don't pay attention to my stupidity / false hopes of a soon to come fix. ;) )

• Torch sprites in that hallway are set to Glow, they should be set to Additive. (Tis why you can see the torches through the orcs)

• Don't use area monsterspawns in hallways. They aren't safe anywhere really - as they spawn monsters together, and in solid objects near them. Instead, use a tiny single monster spawn for all the monsters in the area, and set Spawnloc 0 (if you use smartedit - that's "Monster Spawn Location" = "At Monster Placement"). This will stop them from spawning inside each other and the surrounding walls.

You can place most monsters right on the floor (just click on the floor with the Entity tool - then change the generated entity into a msmonster_xx)

Here's an example with Lord BS in Calruin2's source:
spawnloc0.gif

Hid some things to make that easier to see. Point Entity monsterspawns are even better but the FGD won't allow it.

See also this article as to why Spawnloc 1 is bad. It maybe okay for your monsters outside, in those large spawn areas, and even there something may occasionally go wrong - but never use it in tight areas where it happens all the time.

edit2: PS. I seem to have broken the morc_ranger's frost in my latest patch... Jeeze, I'll have to go fix that now. Out of curosity, does it work in the August 4th patch?

edit3: NVM, figured what it is... While I was at it I set it up so that the morc rangers drop their frost arrows properly on the next patch (10% chance to drop 15 arrows). They drop a little quiver that works like a temporary treasure chest, which you can then pick the arrows out of, and afterwards it vanishes. I may set it up so the various other archers drop various arrows via this same method.
 

Avoozl

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Thothie said:
• Don't use area monsterspawns in hallways. They aren't safe anywhere really - as they spawn monsters together, and in solid objects near them. Instead, use a tiny single monster spawn for all the monsters in the area, and set Spawnloc 0 (if you use smartedit - that's "Monster Spawn Location" = "At Monster Placement"). This will stop them from spawning inside each other and the surrounding walls.

Thats what I have in there now :?. The morcs I have spawning on a trigger (func_breakable) and they all spawn at location.

Thothie said:
If you expanded on this ...have it work up to the harder section, probably connecting through keledrosprelude2.

In the map keledrosprelude2, where would the transition be? Knowledge of this would help me pick textures and mold the landscape near the spawn point to smoothe out the transition aesthetically.
 

evilsquirrel

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speaking of said func_breakable....

it seems to stand out like a sore thumb, any way you could hide it a bit? if this was source i'd say to use a discplacement with alpha mapping to put some snow on it...but...its not source and that would require a new texture...

oh yeah, and i'm posting from school :)


______



also, if the morcs dont seem to spawn in the walls or have other adverse effects from the msarea_mosnterspawn just leave it...if its not broken, dont fix it...you'll just mess it up...(happens to me all the time T_T)
 

Gurluas

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wouldt the unused thornland transiction be better?
 

evilsquirrel

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i believe that transition is supposed to lead to some sort of forest, perhaps containing elves?

it wouldn't make sense to go from thornlands to an icy place like this anyways...i vote for taking a boat ;)
 

Gurluas

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the boat was meant to lead to a tropical area
 

Avoozl

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evilsquirrel said:
speaking of said func_breakable....

it seems to stand out like a sore thumb, any way you could hide it a bit? if this was source i'd say to use a discplacement with alpha mapping to put some snow on it...but...its not source and that would require a new texture...
all the time T_T)

That entity, in fact the whole tunnel wont be there in the next version of my map. I have some big plans to expand The Frozen Summit so expect something totally different. With the difficulty especially..
 
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