Aleyesu: Sands of Time [REL]

Tentadrilus

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Re: Aleyesu: Sands of Time [completed]

Mecklenburg was an awesome map.
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

Always glad to hear people say they like my maps :) even when they say they like an older version better. I liked meck b5 better too :p
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

I need some help testing the final, square is going to put up a server with the map. Here is the download http://rickler.net/mapping/aleyesu/aleyesu_a6.zip

I think you might need this too: nm, don't think i can give that out

edit: arg square can't run the map, worstest. can someone else get it to work? sabre?
i've got class so i'll be back in a few hours
 

Snow Wolf / RaZoR

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Re: Aleyesu: Sands of Time [completed]

Rickler said:
Always glad to hear people say they like my maps :) even when they say they like an older version better. I liked meck b5 better too :p
w00t?? you did mecklenburg?? Awesome.
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

Dunno if yer still around, but send me a PM/IM, I'll setup one of the servers (at the moment only one is running anyways).

Also I sent ye another alpha package (just the sc.dll to get the dialogue/death thing working right.)

PS. (looking at the source) You still have too many monster clips

PPS. Your beams are still damaging your bludgeons - if you do not fix that, I will axe XP/gold on them for this map.
 

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Re: Aleyesu: Sands of Time [completed]

Suggested fixes:

Monsterclips:
rickler_monclips.jpg

You can slow down monsters, and "discourage" them from going into certain areas, and simulate non-projectile throwing beasties hesistating along cliffs as demonstrated above, but YOU ABSOLUTELY CANNOT HAVE A WALL-TO-WALL MONSTERCLIP THAT A PLAYER CAN WALK THROUGH AND THE MONSTER CAN'T - that's defacto cheatmap activity. Monsterclips are for directing monsters, and stopping them from walking into pits and hazards - they are NOT for preventing the monsters from reaching the players.

I realize on some of our crappier, older maps you see this from time to time. In most cases it's some low end vermin that get affected and often sploited to death - but you got Bludgeons, Sorc Warriors, and other bags of XP and gold running around, so this cannot be allowed. Not that I'd really allow it on a new newbie map either.

With the cave barrier - if you are trying to stop your K Cult guys from attacking your scorpions, use the "Additional Property" (Params): "demon_race" on the scorpions, and they'll be non-hostile to one another. But either way, you can't have that clip there. It makes both the k_cult guys and the Bludgeon free kills.

Max_clip_nodes:
rickler_maxnodes1.jpg

While a lot of your clipnodes are caused by your terrain - MOST of your clipnodes are made by these hallways. They look nice, but each section of hallway - ie. where each section of that trim is, is being treated as a new room by HLCSG/HLVIS. Since it's only occupying the top half of each hallway, it's additionally creating a secondary set of million clipnodes underneath.

Solution:
rickler_maxnodes2.jpg

If you duplicate one of the trims, stretch it to the other, and paint it CLIP, and repeat, the entire hallway will wind up being treated as ONE ROOM with no impact as the asthetics, saving several hundred clipnodes.

env_laser:
If you want the blood fx when monsters beam in, you can select all your beams with the entity report and set the damage to 0.01/second. As long as you don't do more than 1 point of damage before the AI initiates, it shouldn't fux up the XP/drops the monster uses. Otherwise you are going to have potential XP exploits that I best not go into in detail here. >_> Suffice to say, you cannot damage monsters on spawn for 100/second as you are currently doing, and again, if you want nerfed bludgeons, I'll make them.
 

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Re: Aleyesu: Sands of Time [completed]

Thothie said:
PPS. Your beams are still damaging your bludgeons - if you do not fix that, I will axe XP/gold on them for this map.

Arg! Are we looking at the same source?!? The lasers are doing 0 dmg, in game it mgiht look like they are but they're are not, I swear!
lasernodmgiswear.jpg


As for the monster clips, alright, have it your way. Those cult guys are going to be running all over the map trying to attack through walls. But no matter they must be killed early on in the map anyway.

Also that big block of a mclip next to the snakes needs to stay, or they will get stuck in rut. edit: nm i'll just make the rut an mfloor.

Thanks for the help, I get right on those problems.. that exist. *note laser dmg* ;)
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

Sorry, didn't mean to sound angry... Aliens irritating me, me guess... The max_clip_nodes thing is just a tip - so long as you can compile it's not an issue - just I know you were hitting that particular wall. (I think your other wall involved putting playerclip brushes into func_doors - but I assume you figured that out.)

The snake guys should stay in their own spot, if they only spawn when the players are there (don't spawn them at map start or nuttin.) - Only if a player dies to them should you have to worry about them wandering around - even then, they walk when they don't have a target, and they walk pretty slow. (Plus the player will be back there for vengence right quick.) ;)
 

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Re: Aleyesu: Sands of Time [completed]

Ah, the problems of quazi-free roam raise their ugly head...

No free edicts... Too many active monsters. :/

I think ye need to cut down on the scorpions really drastically. Maybe even more so than reducing it to two waves - maybe just pop in one set of scorps based on the totalhp and leave it at that.

Also the sorcs shouldn't be popping back up after they're slain, I suspect, lest yer doing that by a trig_multi - even then, you have to keep the triggers near the orcs that spawn, or players passing through one end spawn monsters, then go back and ignore them when they realize everyone is somewhere else.

Part of the issue is the sorcs and the scorps are going to try to kill one another, that means both partially "cycle up" as if they were dealing with players, and start chewing up more edicts while no one is around.

Also, to add to your check list, the music names are mismatched either in the res file or on the map - I *think* it's the res file. (Looks like you used res gen or something to make it - res gen sucks ;) - you don't need anything in the res file that isn't in your zip file)
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

Thothie, I sent you the final of final. Monsters no longer eat up edicts attacking each other. Less scorps. The res file has been fixed.

If edicts errors persist I recommend playing with no more than 5 people. Enjoy!
 

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Re: Aleyesu: Sands of Time [completed]

Waay too many ice elementals in my opinion. It's tough which is what I think you are going for but it definitely reaches the point where I get bored and say hurry the fck up.
 

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Re: Aleyesu: Sands of Time [completed]

It's a very pretty map, but it's true, the monster sequences per room are a bit tedious sometimes. Sadly, the map's already so huge, I don't think he's in a situation where he can make more rooms with less monsters. If yer playing with a small group, the spawn times are just painful too. That could be fixed at least, maybe.

There's a new, recompile out there... Which makes me glad I haven't put it on my webpage yet... Ye should all be ready for massive map does not match server errors, as with Lodagond-4. ;)

If you download the betapack from my main page, this map should have treasure - I'm not sure about the other two links.
 

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Re: Aleyesu: Sands of Time [completed]

So I just played this map for the first time, and I gotta say it's pretty nice. When I got to the boss room though, the boss didn't spawn. >_>
 

Dridmar

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Re: Aleyesu: Sands of Time [completed]

Yeah, I just played it for the first time on Thothie's server about 5 minutes ago. It's very good but I couldn't beat it because of that f*ckin Ice Queen. If I wanted to fight the Ice Queen, I would have went to ms_snow...
 

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Re: Aleyesu: Sands of Time [completed]

Told him to replace it with some winter wolves, but he dun wanna. ;)

I had the boss not show up once during testing too - I think one of the multi_managers has too many entries so it fubars sometimes.
 

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Re: Aleyesu: Sands of Time [completed]

I think I know what is wrong with the boss, I have the spawn time at 45.3 the .3 is probly getting skipped if the server misses a beat. I did what thothie said and moved it to a less crowded multi and just gave it an integer number. Also replaced icelord with ice wolf and cut down the number of times you have to mow down the skelies and such.
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

My page is using the link you sent, so give me a heads up when ye update it. ;)

With the winter wolves, it's more about edicts than just a seemingly out of place boss. Winter wolves don't cast spells (save the alpha) so they should be a lot less troublesome in that department. Plus they can actually get out of that room without bumping their heads 1000 times. ;)

Multi_manager is designed to take floats, so the .3 shouldn't mess with it, but too many events triggering off on at the same frame might, as will too many entries in one MM.

Another thought I had for dealing with edict crashes would be a bit of trouble - but you COULD make a key for each room. You could use msitem_spawn to make the key at the beginning or end of each battle, so folks won't have to go through the whole map again after an edict crash. (Kinda like the blue key thing, but extended for each room.)
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

Should I have multiple icewolfs for the boss? They seem to have more than 10x the hp as a 787hp char and they regen hp if a play is killed. I'm thinking of adding a second if the server has >=1600hp 3rd for >=2400.
 

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Re: Aleyesu: Sands of Time [completed]

Not the alpha... The alpha is a level 40+ miniboss... I'd leave that b*tch out.

But the regulars ( monsters/wolf_ice ) have 2000hp a piece and no spells beyond freezing howel and not a lot of resistances. (As opposed to the 9000 hp ice tranny: immune to all, with spells galore + regen on kill for the last 3000hp you had before.)

I figure two or three would cover it.
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

Sent yeh final2. I'm guessing this version will allow up to 6 whole players before crashing; who knows maybe even 7 ;)
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

7 players made it to the timeroom, but the boss didn't spawn >_< I gave his spawn it's own friggin trigger_relay, wtf?

edit: looks like that one that was the same version played before, thothie didn't update.
 

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Re: Aleyesu: Sands of Time [completed]

Sorry, didn't get the message there'd been an update.

Updated now... Three players farming through.
 

Dejiko

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Re: Aleyesu: Sands of Time [completed]

I tried downloading it from the server about 45 minutes ago, and after it got done downloading it said the server was using a different version...deleted the map and downloaded it again and got the same thing XD
 

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Re: Aleyesu: Sands of Time [completed]

*shit* - download it from MY SITE - rather than the server... I have to update the content server too - forgot about that. :(
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

When I said 1 wave of scorpions, I meant one that did not recur. ;) It’d help a lot of none of these monsters recurred.

It may seem like a neat idea to have infinitely spawning baddies – but you have to remember with Thornlands setup that way, it’s one of the crashies maps in the game, and, usually, no one’s casting spells there.
 
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