WW2:Lodagond-2/3/4 [REL]

Sabre

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Re: WW2:Lodagond-2/3/4 [WIP]

I will bring my ded back for Lodagond.
 

Crow

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Re: WW2:Lodagond-2/3/4 [WIP]

Late night beta test yielded:

1. Late night beta tests result in very few testers. But still successful.
2. Level of diffculty suprisingly close to what I wanted. Happy day.
3. Monster parameters are hella fun.
4. Maldora rapes faces.
5. Minor things to fix, adjustments to be made, all that good stuff.
6. Fragments of Maldora are... bugged. They spawned, said "Let's", and stared at us blankly. Then the one on the left hit us with a chain lightning. Then they just sat there, all non-hit-able, and I had to trigger the bloody door manually.

Should be hella good times for all once its really done :D
 

Thothie

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Re: WW2:Lodagond-2/3/4 [WIP]

Damn Maldora's... Meh, the proxy-activate thing is always screwy. I'll see about that.

That final Maldora is more of a place holder than anything else - I've plans for a less likely to crash, fancier version of him with some new tricks. So much sh*t to do right now though.

edit: Sent ye a fix for the fragments.
 

Shurik3n

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Re: WW2:Lodagond-2/3/4 [WIP]

I hope you don't give the fragments the same stuff the one in wicard has, because that x2 will probably crash A LOT.

Also Crow, on Lodagond-4 did you see what we did to skip the first half? Gonna need to put something there to prevent that.
 

Crow

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Re: WW2:Lodagond-2/3/4 [WIP]

Yea, thats easy to block, glad you showed me it ^_^

EDITS:

Added pics to first page.
Also, found this rather amusing:




Hammer likes to assign random textures from the wad in place of the models textures for the model representation of monsters in hammer. Thought this one looked cool :p
 

Thothie

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Re: WW2:Lodagond-2/3/4 [WIP]

Shurik3n said:
I hope you don't give the fragments the same stuff the one in wicard has, because that x2 will probably crash A LOT.

Also Crow, on Lodagond-4 did you see what we did to skip the first half? Gonna need to put something there to prevent that.

There on a new system that allows them to the same stuff on less resources, and makes sure they they don’t spam at the same time (they take turns). The current Maldora (non-fragment) placeholder is much more likely to crash (and did last I tested it). I ran with four of these buggers and two dozen undead guards (via cheats) with no issues so far, but more testing (multiplayer-DS) is still required.

As for your hammer bit there - I think when you load a second map into hammer it doesn't bother to re-load the model textures, so yeah, you kinda get random textures on monsters (often map textures) - that one looks pretty nifty though. (PS. Love yer windows theme!) :oldlol:
 

Crow

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Re: WW2:Lodagond-2/3/4 [WIP]

The first person who can find me the bloody texture used for the trees in this shot gets a screenshot from my new map once I get a version I can run in game. And I don't mean lodagond :wink:
 

Shurik3n

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Re: WW2:Lodagond-2/3/4 [WIP]

I think its called "forrest" with two r's in the thornlands.wad.
 

Dridmar

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Re: WW2:Lodagond-2/3/4 [WIP]

Shurik3n said:
I think its called "forrest" with two r's in the thornlands.wad.

Noooooooooooooooooooooooooooooo too late. >.>
 

Glorfindel

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Re: WW2:Lodagond-2/3/4 [WIP]

Crow said:
Oh sweet jesus I love you. Who's bloody idea was it to spell forest like that :evil:

Forrest's.
 

Thothie

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Re: WW2:Lodagond-2/3/4 [WIP]

Lodagond2 and 3 seemed ready to go with, at best, some very minor changes.

Lodagond4 seemed almost ready to go as well, but I wasn't sure if you wanted to redo the boss chamber or not (seemed a bit mean, fighting Maldora in that tiny box).

Lodagond2 and 3 didn't seem too hard to finish (in some ways, easier than Lodagond-1) - Lodagond4 was, however... Like Nightmare_Lodagond. ;) I don't think my FN char would last more than a few seconds in any stage of that incredibly well rendered monstrosity. ><
 

Crow

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Re: WW2:Lodagond-2/3/4 [WIP]

:twisted:


To my knowladge, this is the current state of things:

Lodagond-2 and 3 are done, with a side of done topped with done sauce, washed down with a big glass of done.

If there is anything you think needs fixing/changing, lemme know.

Lodagond-4 is done minus the following things (the boss chamber was doubled in size):
Sorc script? I don't know where that is, ir that is even still planned, but he should pop up in the final battle to help, and if he still lives after that, pick some random person to follow, and go on to fight maldora with you, and everything else that comes after that.
If he does exist, I need to test with him.

Well I guess that's just one thing.
 

PBarnum

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Re: WW2:Lodagond-2/3/4 [WIP]

Crow said:
Lodagond-2 and 3 are done, with a side of done topped with done sauce, washed down with a big glass of done.
.............. I cannot stop laughing. Seriously.
 

villager

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Re: WW2:Lodagond-2/3/4 [WIP]

You know what I can't stop laughing at? The fact that I missed the day you guys were testing those maps.
Yeah... :(
 

PBarnum

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Re: WW2:Lodagond-2/3/4 [WIP]

Don't worry, I didn't test them either.
 

Thraxis

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Re: WW2:Lodagond-2/3/4 [WIP]

I did, and that makes everything better! Right guys? .. >.> guys?

Guys?

Guys?

You should deffinitly release 2 and 3 even if 4 is still waiting on the sorc (I think he's done but you'd have to wait till thothie gets back in to confirm that) so people can enjoy some rad mappage.
 

Thothie

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Re: WW2:Lodagond-2/3/4 [WIP]

Sorc script? I don't know where that is, ir that is even still planned, but he should pop up in the final battle to help, and if he still lives after that, pick some random person to follow, and go on to fight maldora with you, and everything else that comes after that.

I'm going to work it so you don't have to worry about it, but keep these things in mind:

If player has done the quest proper, Sorc will automagically appear 128 units in front of Maldora, and they'll have a bit of a chat before carnage ensues. Otherwise, carnage will ensue immediately, and Chief Zapems will not show up. I'll precache the Sorc Chief from Maldora's script, so you won't have to place him yourself.

Maldora will use a point 512 units above his spawn point as a central teleport point for a various spell effects. (He'll need an additional 128 units of clearance above that, to be safe). If your current boss chamber does not have this much head room, give me a headsup and I'll see what I can do about the lack thereof.

While this all hasn't been implemented, it should be done so by MAR2008b, and the map should function fine under the current sc.dll. It's just I can't add Blooddrinker as a weapon until the model consolidation is complete, so there's no point in doing the Sorc escort mission.
 

FER

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Re: WW2:Lodagond-2/3/4 [WIP]

Does msc have support for them?
 

Thraxis

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Re: WW2:Lodagond-2/3/4 [WIP]

On teh mini patch and the interm B patch it should. Not on the A patch though. Currently looking for someone to wrangle into hosting this for it's first FN run through. I r desperate to play this again and know that once I hit 4 I won't be able to solo it past that (Don't know if anyone could at this point)
 

Belmont

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Re: WW2:Lodagond-2/3/4 [WIP]

My server is going to be up for this, join up!
 

Thothie

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Re: WW2:Lodagond-2/3/4 [WIP]

Meh, wish I had a chance to test these, but here it goes... ;)

I should point out that the XP multipliers go higher as you go deeper:

Lodagond-1 x2 XP
Lodagond-2 x3 XP
Lodagond-3 x4 XP
Lodagond-4 x5 XP

I might nerf this a bit when I've new items to put in, but at the moment, XP is the only real motivator, discounting the fact that these are the BEST DESIGNED MAPS EVER! :eek:
 
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