[WIP]Derwintwater

Thothie

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I would suggest using lighted textures where-ever possible. A lot of the Half-Life lighted textures defined in the lights.rad are electric light textures, however, so you are likely better off adding some of your own definitions to it (for crystals and the like). Better yet would be to add your own textures and make lights.rad definitions for them so as to avoid conflicts when compiling other maps. If you put them up around the lips of ceilings, where the players can't see them, however, it doesn't much matter which you use, and it can make for a nifty uplighting effect.

Static lighting entities don't add to the entity count (nor do lighted textures) - however, ones that cycle, pulse, or are toggled do - the pulsing variety are "active entities" - and like sprites and models, eat more resources than most. They'll also add significantly to your map's size - as the game effectively adds a separate bitmap for the textures so affected for every lighting level. Map size is not generally a huge concern, but if you go over the 16MB mark, issues start to come up (including the fact that it can't be downloaded in-game), and it isn't too hard to run into that wall if you go wild with pulsing lights.
 

littleaznboi

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Okay so I got some of the scripts from Thothie! :D I already had some spawns and rats set in so I just added in the scripts and ran it in game. Awesome I love the mummies! Big thanks to FER for the models and Thothie for the scripts. All that's left to do is finish all the spawns, spawn triggers, lighting, and other stuff.

Map testing should be starting soon! :D
 

Thothie

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Hopefully I'll have those last three zombies done in the next day or two, but those eight you have now should be enough to play with.
 

littleaznboi

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Yes, they are fun to mess with :oldlol: I'll try to get screenshots in sometime. Not much attention towards my map :(
 

Travella

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Dont say that littleaznboi im longning for it to be released =)
Bwt those zombies looks nice.
 

Thothie

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littleaznboi said:
Not much attention towards my map :(
By the gods man, FER and Sabre combined forces to make you your own model and I did like 3000 lines of script - how much attention do you need? :p
 

littleaznboi

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So much that there are 21093847 replies in this thread! :evil: Also I didn't know sabre worked on them too! :D Thanks a bunch Sabre
 

Thothie

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He did the pike and two prong sword... FER did the hard stuff... I think he "borrowed" the most of the anims from another model, but he did all the rigging, skinning, etc, added some adornments I found laying around in some other models, and probably made a few of his own.

mummies_alive2.jpg

I'm a little iffy about that Eye of Horus on there, but while that would be an easy fix, the Crown of Uraeus would be a harder one. It's hard to imagine mummies without Egyptian symbols on them, anyways, and the game that crown was borrowed from didn't have any Egyptians in it either, so I'll have to let it slide.
 

FER

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The animations were all done by me, I just took them from an unused model I had in my PC
 

Thothie

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Age said:
Thothie said:
walk-up-and-beat-on you
Hurr

Well... They're mummies, not rocket scientists. >_>

FER said:
The animations were all done by me, I just took them from an unused model I had in my PC
My bad... *sigh* If all our developers were as hard working as you, we'd have not only completed MSC, but moved on to release MSS by now. ;)

I'll make public the current set and descriptions in case some other mapper gets idears for them:

[spoilers]

=========

• monsters/mummy_fodder [25] - Crypt Fiend
- Basic, slow moving mummy. May rise up from the dead again, much like the skeletons do, but he's a bit less obvious about it.
- Beware that, like skeletons, mummies that get up again will trigger any fireallperish events when they die the first time. So if you have a gauntlet going, some mummies left behind may get up again to join the battle in the next section.

• monsters/mummy_fodder [30] - Mummified Slave
- Slightly faster, slightly stronger. If you get too close, it may bite your head off. Like the Crypt Fiend, these have a habit of not staying down. (It's just these two actually, all the following are 1 shot wonders.)

• monsters/mummy_cursed [30] - Cursed Crypt Fiend
- This crypt fiend has a red glowing aura around it that prevents players from getting near, and a stretchy-arm Dhalsim style attack that reaches just beyond it. This forces players, more or less, to take out the beast with projectile weaponry. It is recommend that you avoid using more than one of these per encounter (maybe two, in a very large room). Additionally, these guys will periodically puke up blinding bile.

• monsters/mummy_warrior1 [30] - Mummified Slave Driver
- Faster, tougher, and armed with a random weapon, these guys will run up to you and give you the beat down.

• monsters/mummy_cleric [35] - Mummified High Priest
- These monsters will attempt to stay at the back of the battle lines and heal other mummies. They will not heal other types of undead or allies. While this guy lives, other mummies will be neigh impossible to kill.
- Do not use more than one Mummified High Priest per encounter. While they will not heal themselves, they will heal one another, and it'd take quite a gang bang to take down two of them healing one another.
- Note also that High Priests can heal other mummies as far away as 1024 units - and ignore walls when they do. While it is possible to have a cleric healing mummies from a separate chamber, I wouldn't recommend it, as it is not exactly intuitive.

• monsters/mummy_ice [35] - Mummified Ice Lord
- Has a blue glowing aura that will freeze anyone who gets near, and freezing ice breath that'll harm and slow players at a fair distance. If a player is frozen within their aura, the mummy will attempt to bite his head off before he escapes (not that there's much hope of this, even with strong cold resistance.)

• monsters/mummy_warrior2 [40] - Mummified Warrior
- Similar to the Slave Drivers but with cleaner bandages, and much stronger.

• monsters/mummy_storm_pharaoh [40] - Pharaoh of Storms
- This royal bastard has a lightning shield that prevents attackers from getting near, a big pike to poke players with, and lightning breath with which to bring the pain to those out of reach.
- Intend to also add the ability to pin a single player to the wall with a lightning blast, Maldora style, but I've not gotten to this yet.
- He may make a good boss candidate, but he would require escort. Warriors and a High Priest would likely suffice - although I wouldn't have the Priest respawn, as he'll heal his high HP highness to full health every time he does. If you do use him as a final boss, I'll raise his XP on your map accordingly (currently its default is 4000).

These guys all hit pretty hard - but aren't terribly fast nor ranged. The [levels] I'm guesstimating maybe a bit under valued if no strategy is used. If you, on the other hand, find them too weak, feel free to use the hpmumti and/or dmgmulti properties.

Note that all the breath weapons and auras work through walls (it'd be rough on the server to combine them with a traceline - and neigh impossible in the pharaoh's case.)

Mummy Additional Parameters:
Mummies all share two optional additional parameters you can add via the property of the same name in their msmonster_xxx:
• spawn_squatting
- Mummies with this parameter will spawn in a sort of meditative squatting position. They will not attack until players come near, and within their FOV - or they are attacked. When they slay all the players around, they'll resume squatting, a few seconds later, near where the last player fell.
• spawn_eating
- Mummies with this parameter will spawn eating off the floor, as if ravaging a fallen corpse. Feel free to add a corpse and blood decals if you wish. They will not be disturbed from their meal unless a player gets VERY close (from the front) or strikes them. Once they've killed a player, if there are no more around, they will resume their munching activities on the resulting corpse.

I don't recommend using spawn_squatting or spawn_eating on any mummy with an aura (ie. mummy_cursed / mummy_ice) as it may cause odd visual effects. These parameters are likely best used with fodder, slave, and warrior types. It could also be used as a "trap" in a lower level dungeon - ie. a mummy you have to sneak past - although if the first player who encounters it manages to live long enough to drag it to where it's blocking a corridor, it could be the end of the line for him and any like-leveled friends.

Mummies using spawn_squatting or spawn_eating will not respond unless the described conditions are met - even if their allies nearby are in combat. This behavior maybe altered on request.

You can force a squatting or munching mummy to rise on que by using the ms_npcscript events mummy_squat_to_stand or mummy_eat_to_stand, as appropriate.

• setup_mummy_mace, setup_mummy_axe, setup_mummy_sword
- Any one of these additional params can be used on lesser warrior types (monsters/mummy_warrior1 and monsters/mummy_warrior2) to force a particular weapon, rather than choosing one at random.
- Mace wielding mummies have a chance of stunning enemies.
- Axe wielding mummies have a bit more HP.
- Sword wielding mummies are a bit weaker, but hit harder.

Future Scripts: (not done these yet):
monsters/mummy_warrior3 - Mummy warrior with a magic flaming sword
monsters/mummy_warrior4 - Mummy warrior with a magic pike, which he can throw and pin players with
monsters/mummy_necro - Mummy with a life draining aura that can summon other undead

[/spoilers]
 

Thothie

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Well, I'll color mask them - they'll be in the final changelog anyways (also color masked), as while your map is the only one using them now, I'm sure some future mappers will find uses for them. You'll also want your map testers to be able to spot unintentional behavior.
 

littleaznboi

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When I start map testing, can I send the Alpha to the ones who are helping?
 

Thothie

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littleaznboi said:
When I start map testing, can I send the Alpha to the ones who are helping?
That's what the alpha readme says, just keep it tight-nit though. Don't want to get some over-anxious fool banned from FN and have to find ourselves a new server host.

Age said:
Not that I thought it was stupid, I just read it as more of an immature, sexual innuendo type phrase at first. >.>
Well, the Pharaoh of Storms can "stick you with his mighty pole", if that's any better? ;)
 

littleaznboi

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Update

Brushes 100% Done
Lighting 35% Done
Entities 50% done, fixing and adding int he final monsters, monster triggers

dw1.png

dw2.png

dw3.png

dw4.png


They aren't really good screen shots because I'm in a hurry to go somewhere.

I'll probably finish everything tommorow then Finally Start Map testing :D
 

Thothie

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littleasianboi said:
h8 U ><

Remember to monsterclip your traps so your monsters don't suicide on them.
 

littleaznboi

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Hahaha :twisted: There's a way to get past that but only Dridje and I know! :oldlol: Good luck with that part.
 

littleaznboi

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Double post. Thothie are you working on the last 3 scripts? Those sound neat :D
 

Thothie

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I think I have em done... I just need to transfer them from my laptop and try em out. I actually tacked on two more tier 1 warriors to give a better level spectrum while I was at it.
 

littleaznboi

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Awesome! :D Also I did want these monsters to be hard since it's a level 40 map :eek: Any ideas what number to put for Hp x ? and Attack x ? If needed. I would only do those on the warriors and higher up level mummies.
 

Thothie

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I figure start out easy on em and work your way up to the big ones - try to use the whole spectrum. Then when you test out, you can see where it starts to get too difficult... Or if the whole map goes through too easy (barring hazards, obviously) you can start using dmgmulti and hpmulti properties. Mind you, under this alpha package, you won't get the XP increases for those outside of FN. There's also some other bugs involved to be solved by MiB, but they should work well enough to test difficulty with.

TBH, of these new mummies, I've got one that I'm worried is just too bloody hard - but then again, I thought that of Maldora and he goes down all the bloody time, so who knows...
 

littleaznboi

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Thothie said:
TBH, of these new mummies, I've got one that I'm worried is just too bloody hard - but then again, I thought that of Maldora and he goes down all the bloody time, so who knows...
Sounds hot :oldshock: Also would any of these mummies be enough for a level 40 map boss? :wink: I don't want some weak fool for a boss :twisted:
 

Thothie

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Again, I *think* the Pharaoh of Storms, with sufficient escort (perhaps including one or more of the aforementioned way-too-hard guys) would do the job. He *might* need an HP multiplier to hold out long enough against a swarm, but I doubt it.
 
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