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 Post subject: Mapping and Level Related (v1.7)
PostPosted: Fri Feb 12, 2016 10:47 pm 
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Legion and soulmancer related:
Added warp from HF dragon map to plain of souls.
Created plain of souls map
Added 1 way warp to soulmancer fortress from plain of souls
created fortress of soulmancer
added 1 way warp from soulmancer fortress to hall of legion
created hall of legion map
added placeholder boss for both legion and soulmancer
UPD: added 3 maps conected to plain of souls that will hold bosses that drop items required to damage soulmancer.
Plain of souls is now connected to 5 maps:
HF dragon > Plain of souls > Soulmancer fort + 3 additional boss maps

Note: all above content can be done in every difficulty for varying rewards.
Legion and Soulmancer stuff finished


Warp Tome related:
Removed leoric from trist
Added warp to get below tristram cathedral
added small maze below tristram
connected maze to new map "keep of the dead" that contains leoric who drops the book
(map was previously used for soulstealer challenge 1)

Tristram Codex stuff finished


Trial related:
Level challenges are now dependent on getting an item from ormus for completing the gidbinn quest
(diff one for each difficulty) + level capped.
Added new map for level challenge 1 boss, "Soulstealers Castle"
You now only need to navigate 1 maze to access the challenge 1 boss
Boss added for soulstealer.
Added crystal cave map and created new version of Scarlet for trial #2
Simplified trial 2 fight
populated map for trial #3
created sorrow lord boss for trial #3

All trial stuff finished

Hall of Heroes:
Create lobby map with warps to arimyth maps - done
Connect lobby map to outside world via orb of heroes (portal (reqs baal quest)) - done
create 3 arimyth maps - done
Create 9 hall bosses - done
add boss room for each arimyth area - done
create rewards and cube recipes - done
create new monsters for each arimyth map - done

Arimyth stuff finished

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 Post subject: Re: Mapping and Level Related (done and to do)
PostPosted: Sun Feb 14, 2016 1:15 pm 
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Updated "done" section. Plain of souls now leads to soulmancers fort + the boss maps who must be killed first to damage soulmancer.
These 3 maps are placeholders and need to be designed/themed.

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 Post subject: Re: Mapping and Level Related (done and to do)
PostPosted: Tue Feb 16, 2016 9:31 pm 
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This side quest is being redesigned after thinking about the theme of the maps. The layout and the general theme will remain the same, but the entire project above will be the soulmancer sidequest, similar to samhain. Legion will play a part, but he will be a precursor boss to soulmancer himself rather than the name of the event.

Although, "Legion" is no longer an event the idea will be implemented in another way, and renamed/themed to "The Halls of Heroes" that will be a hell sub quest that I can restrict via quest completion by using a TP to reach the lobby area, similar to LoS.

I figured since I have a lot of time to work on this stuff I don't need to be condensing things.

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 Post subject: Re: Mapping and Level Related (done and to do)
PostPosted: Wed Feb 17, 2016 4:27 pm 
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Today has been a busy day of modding. Here's a few screenies of odds and ends relating to the legion/soulmancer stuff. I only got a few screenshots, the barbarian called soulmancer isn't soulmancer it's just one of the new char based enemys in game (necro, pally and sorc left to add and we have all 7 chars available as enemies inspired by past and present players.)

The screenies are just showing a little of the map work but I've managed to get a lot more done since then. I'm also redesigning the legion thing. Instead of the legion event I had planned it will now be called the hall of heroes. Legion is a boss who acts like a survival fight with him summoning wave after wave of enemies to deal with while you whittle legion down with open wounds. The greeny flames with the spinnig corpse are a result of killing legion and spawning soulmancer, making the 2 quests tied together now rather than seperate.

Few screenies, nothing super exciting:
https://www.dropbox.com/sh/ltswamfbftpi ... 2_GWa?dl=0

Todays progress:
Quote:
Finished 2 of the 4 maps joined to plain of souls
added 4 placeholder superunique bosses who drop items required to damage legion (2 are placed)
created legion boss (need to add immunity (max avoid/evade/dodge/dr/plr))
created missile chain that spawns legions defenders.
created missile chain that spawns soulmancer after killing legion (note legion and soulmancer are both non unique mobs so hp/res will need adjusted accordingly as they wont have unique mods)
created soulmancer boss (as above, just added token, needs skills and balanced)
finished recoding ormus quest
added items and cube recipes to add ormus rewards to warp book
added 3 properties for ormus stat granted to book
added numerous strings.
added new superuniques, and legion to monpreset.txt and added to maps
added a monprop for legion boss (required to spawn soulancer), more monprops need added for him.
added monster sequences to monseq for soulmancer and legion bosses
added skill to skills.txt used by legion boss monprop to spawn soulmancer
added orb of heroes to soulmancers fortress (will pop a tp in hell to "Hall of Heroes" event)
doubled speed of amazon dodge animation.
---------------------------------------------------------------------------------------------

Started adding character models as enemies for hall of heroes
created and added heavy armor look barbarian with a 2 hand mace (Using WW ancient AI)
created and added light armor look asassin (Using WW AI, planning on adding procs to produce fake traps (missiles that act as traps) and dragon flight when damaged)
created and added javelin and shield look amazon (using aggressive ranged AI, plague jav, light fury, charged strike at close range innersight occasionally)
created and added flail/bone shield look wind druid, occasionally teleports on to the target.


All of the above can be copy/pasted in raw text into existing files with very minor adjustments to skill pointers for procs required if any of the above files have already been modified.

All added bosses require boss hats/monprops and need balanced. I'm adding them in very basic form as I go until all the ground work is in place.


All my current edits should be easily copy/pasted in text format into already adjusted files. I left as much of the awkward cross-file stuff alone as possible so I can tie it all together later pretty quickly.

Edit, not sure how dropbox works for linking folders with screenshots. I think it should work.

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 Post subject: Re: Mapping and Level Related (done and to do)
PostPosted: Wed Mar 02, 2016 12:47 pm 
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Updated.
All content available since 1.41 has been re-added, improved and cleaned up.
Izual's map has been improved

Started on Hall of Heroes. 1 map done, 4 to go (1 is a biggie).

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 Post subject: Re: Mapping and Level Related (done and to do)
PostPosted: Mon Apr 04, 2016 1:11 am 
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Joined: Mon Aug 31, 2009 11:28 am
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Location: Vancouver, BC
I took a look at Plain of Souls, and made these notes:

1) Taking the eastern portal to FortressOfFamine resulted in a c0000005 crash. I thought you were finished these maps, but are they still under construction?
2) The PlainOfSouls portal in the north-east corner of the HellForge map might be easy to miss (although once players know it's there this won't matter). If it can be easily placed on top of the raised area where the Dragon spawns, it should be easier to notice while making the Dragon look like a portal guardian, which might be fun. If this change is awkward due to map editor limitations, then forget it.
3) I noticed the PlainOfSouls skeleton mages (skmage_cold5) were hitting noticeably harder than other things, so I've changed their level from 78 to 74. I think they're still in line with their positions in A5, so I think no further changes are necessary.

I ran my monster-level-check program, and it noticed that sorrowmage and sorrowward are noticeably low leveled (66) for their area (85). Was this intentional, or perhaps one of the errors I accidentally introduced into Monstats during one of the last updates? For now I've set them to 85 like other things in that area.


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 Post subject: Re: Mapping and Level Related (done and to do)
PostPosted: Mon Apr 04, 2016 10:18 am 
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I'll take a look at fortress of famine again, sounds like a warp issue so should be fixable with text edit.
Edit: Found the issue. I had typo'd the "Entering XXXX" entry for those 3 maps and the position column still had a 1. Levels.txt to fix those:

I like the idea of the portal being on the dias I'll make that change for next update. I'm in the middle of adding a small maze to reach trial #2 so I'll adjust the dragon map at the same time.

SorrowXXXX mobs should all be level 85 so looks like an error yeh.

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 Post subject: Re: Mapping and Level Related (done and to do)
PostPosted: Mon Apr 04, 2016 2:13 pm 
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Ok I fixed those issues on my end (monsters level included). Will put an update in Development topic.

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