Underpath

TheOysterHippopotami

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Re: Someone test this for me....

Will do, plus bridge
I told you in PM not to build the bridge... I really hope you didn't already waste your time doing it because it has to be undone.
 

Thothie

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Re: Someone test this for me....

Gotta do something... Dun much care what, just as long as it gets the job done. (Granted, I woulda done the jumping thing, if I'd gotten this message sooner.)

Goblins putting down a siege plank when the battle begins might be better, actually. You'll need to use the toggle-able func_monsterclips to make that work.

Forum down time was due to some administrator somewhere deciding it'd be fun to randomly switch name servers.

As a welcome back gift, here's another revision:
http://www.thothie.com/msc_dev4/underpa ... _model.rar

Suffice to say, not the final revision. Tis a lot tougher - and note you'll need the model for the map to load (folder structure should work fine from msc\).

Mostly sploit fixing and optimization. Big difference in game play, difficulty wise, due to self adjusting flags now being more or less global. (Almost preferred it before, myself... But hey, more XP and lewt.)

The adult cave ogres have had their XP nerfed, but not the whelps (they are kind of a treat, plus it encourages you to go find em.) This will *probably* be the final XP.
 

Hush 2.0

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Re: Someone test this for me....

Yes, the goblin chief feels a bit more challenging now. Unfortunatly i didnt manage to get to the ogre queen all by myself.

But i stumbled across a shrieker bat and really liked the first what-the-hell-is-this-moment. :)

Thothie said:
The adult cave ogres have had their XP nerfed, but not the whelps (they are kind of a treat, plus it encourages you to go find em.) This will *probably* be the final XP.

Hmm.. compared to the other ogres (and in relation to there common appearance) their xp feels quite high to me, especially when i think about multipling xp through more players.
 

Thothie

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Re: Someone test this for me....

Well, there are a limited number of them, and ya gotta tear through a lot of crap to get a significant number of them, but will consider. I might add an XP spin-up to prevent ya from exploit restarting.

I figured I over-nerfed the queen some... Had to do something, since we've sealed ya in the room with her with no where to hide nor run to.

I do love the shrieker bat. ;) Shame there's only one, but the novelty would wear off quickly, I suppose (plus more than one in the same place becomes a stun fest.)
 

TheOysterHippopotami

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Re: Someone test this for me....

I figured I over-nerfed the queen some... Had to do something, since we've sealed ya in the room with her with no where to hide nor run to.
If we have to nerf her perhaps it's best to just revert to the scaled up cave ogre method, and then use the thug as a different enemy? Maybe he could do that harass you and teleport away thing you talked about a while back. Assuming that's not too much work, of course. Otherwise he could just have a rare chance to spawn in a few areas.
 

Thothie

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Re: Someone test this for me....

TheOysterHippopotami said:
I figured I over-nerfed the queen some... Had to do something, since we've sealed ya in the room with her with no where to hide nor run to.
If we have to nerf her perhaps it's best to just revert to the scaled up cave ogre method, and then use the thug as a different enemy? Maybe he could do that harass you and teleport away thing you talked about a while back. Assuming that's not too much work, of course. Otherwise he could just have a rare chance to spawn in a few areas.
She'll be fine, just need to find a balance between a bit too weak, and OMG LEVEL 60!

I nerfed her the first time I replaced the base mob with the thug mob, but she was still so god awful strong, I was worried I wouldn't be able to nerf her ENOUGH with the auto-adjust. Seems I was mistaken.

Alternatively, could toss in some ice and fire ogre escorts.

I figure it's good to have a boss with a unique model within the map, if we can, no? (Well, semi-unique, anyway.)

Mind ya, might do some dynamic quests with regular thug mini-bosses later, as discussed, which now seems to be an option, even if we do the global self adjust.
 

Thothie

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This map is now legit on FN, hosted on, and available for download from the RKS servers. (I'll get ya rar download and related posts in a moment.)
 

Thothie

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(You can legitly play this on FN now, in case the following doesn't make that clear...)

Hopefully this serves as a clue to others that we CAN release new maps without the need to wait for a patch (gods know we have enough unused stuff sitting around for a dozen new maps):

underpath_preview.png
Underpath by the TheOysterHippopotami

The old tradeway between Gate City and the Underkeep has been overrun by hordes of migrating goblins and ogres... Can you explore these depths and open the way to re-uniting these two dwarven civilizations?

Underpath is a map of self adjusting difficulty running the gambit from about 25-45 (~500-1500hp) consisting of a complex network of caves and chambers full of goblins, ogres, and other horrors, as well as untold lost treasures.

The map should auto-download, relatively quickly, from RKS servers, but for those of you hosting, here's the link:
http://www.thothie.com/msc_dev4/underpath_NOV2014.rar


PS. If your graphics card isn't rendering those cave ogres properly, as pictured above (if, for instance, the green/blue bits come up missing), please post your graphics card make and model. Seems some cards are having issues with mix-rendered models in OpenGL, and it'd be good to know which libraries are involved.
 

Thothie

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Should explain the primary differences between this and the last alpha ya'll helped test...

• Oyster didn't like my anal tract solution (dun blame him), so we lowered the boss chamber, and I added a series of tunnels to get down there. One tunnel seals off during the boss fight (if you get trapped in the middle of the tunnel at that moment, however, you'll be able to get out - just didn't want you to go through the pain of working your way down to a dead end during the flight). The right hand tunnel re-opens after the queen dies, allowing you to leave the boss chamber. During the boss fight, the left hand water tunnel is the only access route.

• Queen unnerfed, slightly (still mean though), and given escorts at 90 seconds in, then again 30 seconds after those die (the final escort being her hubby).

• Bridge to Underkeep replaced with a siege plank device the goblins use to assault the city.

Beyond that, mostly optimization, minor aesthetic changes, and rebalancing. Whelps are still worth an insane amount of XP - they do not vanish once the queen is dead, but there's a limited number of them.
 

Regorty

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Whooo! New map! I can't wait til its officially released! :D
 

Thothie

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It... Is. :oops:



Which reminds me - I dun wanna push ya, given how much I've been slacking off myself, but I still have your half-scripted Desert Temple source sitting here... If you aren't going to release a fire temple map, it'd be nice if I could just finish it up.
 

Regorty

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Thothie said:
It... Is. :oops:



Which reminds me - I dun wanna push ya, given how much I've been slacking off myself, but I still have your half-scripted Desert Temple source sitting here... If you aren't going to release a fire temple map, it'd be nice if I could just finish it up.
Oh crap, I completely forgot about that map. I got busy with fmines to help out Oyster in his map series, then went back and forth between it and my dwarven city series, which will tie into oysters series.

But, yea I can continue working on it, though I don't know if it'll be a fire map so much now, since lava temple (Runedaangh's Industrial District) is kind my temples fire map. But, I can keep it as a sort of mixed elemental map, with fire, lightning and maybe poison. I also make have to look at reworking the map, but I doubt that. There is also the part two of the map series that takes place after that map, I've only gotten a small bit of it done though.
 

Thothie

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I think ya have my latest source...

Plot I had half scripted up involved a conflict between the Shadahar and the Black Hand, who had invaded their territory to make a pact with a fire elemental in the desert temple (thus, the flamy Blackhands). I think the convo orcs on the map explain this (and work under the current release). I hadn't fire themed the whole map, but if you have a fire temple, the issue is, I wouldn't wanna waste the elder fire elemental demon boss model on this map. ...Unless you're okay with a second appearance... Maybe I can rig him to bail on this map, and do a final defeat on the fire temple map.
 

Regorty

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Thothie said:
I think ya have my latest source...

Plot I had half scripted up involved a conflict between the Shadahar and the Black Hand, who had invaded their territory to make a pact with a fire elemental in the desert temple (thus, the flamy Blackhands). I think the convo orcs on the map explain this (and work under the current release). I hadn't fire themed the whole map, but if you have a fire temple, the issue is, I wouldn't wanna waste the elder fire elemental demon boss model on this map. ...Unless you're okay with a second appearance... Maybe I can rig him to bail on this map, and do a final defeat on the fire temple map.
I would have to check with Oyster on what type of fire boss would be best suited for the lava temple map. If he wants to reuse the fire elemental sure, but I'm leaning towards using some sort of construct since its a dwarven city thing.

As for the elemental story you came up with on the desert temple map, hell yea you can keep it, it would be nice to see how the story would play out, especially when it takes place in a map I have created. :)

P.S. Can I get another copy of the desert temple source map that you had worked on, I seem to have lost mine.
 

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Regorty said:
Thothie said:
I would have to check with Oyster on what type of fire boss would be best suited for the lava temple map. If he wants to reuse the fire elemental sure, but I'm leaning towards using some sort of construct since its a dwarven city thing.
Fire giant constructs work good - although I also have a fire themed Shad Palace Guardian model, as I think I've mentioned.

Regorty said:
As for the elemental story you came up with on the desert temple map, hell yea you can keep it, it would be nice to see how the story would play out, especially when it takes place in a map I have created. :)

P.S. Can I get another copy of the desert temple source map that you had worked on, I seem to have lost mine.
PS. Edits don't bump threads, lucky I caught this. ;)

I'll send ya a new source ASAP.

Main feature of the map was a cameo by Thuldahr, who the players basically wind up in temporary employ of (much to his shagrin). I was actually hoping to release the map back in SEP2013, or soon after, but then you went all fire map on me, and I was all... Now what do with fire demon thingie?
 
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