Gertenheld_Forest. -RELEASED-

Dridmar

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Updated: The map has been released now! You can find it at http://www.thothie.com/ms. If you are going to post in this thread, please post about the map with comments or bug reports. Thank you guys.



Basically the map is about protecting an Adventurer from a big pack of wolves. The level range is from 10-25 so the newbies/medium players have something to do. If you're high level (like Shuriken) the map is going to obviously be easy for you...

Currently this map is (WIP) and I expect it to be done in a week or two (everything done except the scripts).

Thothie, I'll get the dialogue list to you later. I'll seek aid from MiB for this part.

Now that all the talking is over, I have a few pictures for you guys......enjoy.

(The level in the hammer editor)
http://img255.imageshack.us/my.php?imag ... velaa3.png

(Hammer Screen #2 with Cave addon)
http://img81.imageshack.us/my.php?image ... donmj2.png

(Spawn area for the level)
http://img232.imageshack.us/my.php?imag ... st1fr5.png

(Path to main area. Pretty dark)
http://img232.imageshack.us/my.php?imag ... st2zx4.png

(The main area. Also pretty dark)
http://img153.imageshack.us/my.php?imag ... st3yo3.png

(Closer to the fire)
http://img91.imageshack.us/my.php?image=gforest4xw3.png

(When wolves attack!)
http://img231.imageshack.us/my.php?imag ... st5rx1.png
 

Liv

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Re: Gertenheld_Forest.

Dridje said:
http://img82.imageshack.us/my.php?image=gertenheldforestmo3.png

Not much info available at the moment but wish me luck.

Luck u ;)
Forest maps have something "magic" from old master swrod...
 

villager

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Re: Gertenheld_Forest.

There better be wolves, and not super rare ones in thornlands :)
 

Dridmar

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Re: Gertenheld_Forest.

villager said:
There better be wolves, and not super rare ones in thornlands :)

Trust me, this map is going to have lots of wolves. :p
 

HumanSteak

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Re: Gertenheld_Forest.

Another low level map or...?
Low level maps tends to be played 3-4 times then forgotten.
 

Shurik3n

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Re: Gertenheld_Forest.

I sure hope not, the map would go to waste. Just look at how rarely Gertenheld_cape gets played :| .
 

villager

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Re: Gertenheld_Forest.

Maybe if Gertenheld_cape and Gertenheld_forest are made into Gauntlets, they both would be played more often :eek:
 

Dridmar

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Re: Gertenheld_Forest.

I was thinking a low/medium map but now I guess I'll make it a medium/high-ish map.
 

villager

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Re: Gertenheld_Forest.

I hope you mean 15-30ish, I see now that being a level20 is a bit hard :\
 

Dridmar

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Re: Gertenheld_Forest.

Alright, I'm now designing it for level 10-25 players. The map has come a long way and I think I'll have it finished in a week or two. Below is a list of what I need to do. Pictures should be up shortly....

~~~~~To Do List~~~~~ Not Done= [ ] Done= [X]
--------------------------
-Finish up the level design for Gertenheld_Forest [X]
-Add some monster spawns for the wolves and for some boars. [X]
-Go over the map once I have everything done and check for errors again. [ ]
-Beta test the map with various people. [ ]
-Get some sweet ass music for the level. [ ]
-Polish up everything which I may have forgotten. [ ]
-Add a transition point to Gertenheld_Cape. [X]
-Re-compile Gertenheld_Cape and make a transition point to Gertenheld_Forest/Fix anything which I needed to fix on G_Cape. [X]
-Anything else I may have missed in this list. [ ]
-Talk to Thothie about ?script? I need for the map. [ ]
 

Thothie

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Re: Gertenheld_Forest.

Dridje said:
I was thinking a low/medium map but now I guess I'll make it a medium/high-ish map.
I know I need to work up some way to either make monsterspawns go off by hitpoint triggers, or make individual monsters replace themselves with others to make it really work well - but it is possible, under the current system, to design a map in such a way that it can adjust to the level of players on it. You can change which treasure spawns as well as which monsters spawn, based on the total amount of HP of players on the server.
 

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Re: Gertenheld_Forest.

Thothie said:
Dridje said:
I was thinking a low/medium map but now I guess I'll make it a medium/high-ish map.
I know I need to work up some way to either make monsterspawns go off by hitpoint triggers, or make individual monsters replace themselves with others to make it really work well - but it is possible, under the current system, to design a map in such a way that it can adjust to the level of players on it. You can change which treasure spawns as well as which monsters spawn, based on the total amount of HP of players on the server.

I think that's good but bad in a way. If all the maps were like that newbies would have to readventure every map at random levels to try and find better items. It's not really intuitive and new players wouldn't be able to find good items (especially if there aren't many of them but I'm not ranting about that). I just don't want all the nice work done on higher level items to be not found and "unadventurable".

Edit: Oh, and I think that 10-25 is a good level range to have the map at.
 

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Re: Gertenheld_Forest.

I really dont care about item, actually im caring less about items. As long as the map has stronget monster when theres lots of high levels, im more than happy
 

Durak

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Re: Gertenheld_Forest.

FER said:
I really dont care about item, actually im caring less about items. As long as the map has stronget monster when theres lots of high levels, im more than happy

Is that just monster ramping then? If you mean to say that it detects player levels instead of numbers then I think a problem would be to play with lower level friends. When I get a friend to start playing the game I host my server on a low level map and talk/fool around as my friend levels up. As well as teach them things about the game. A system of this sort would have to be sure to not simply detect the highest level player or if would limit our options.
 

FER

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Re: Gertenheld_Forest.

By stronger monsters when theres stronger players, i mean the way it works in maps like daragoth, where you need a total of 3000HP+ so hard enemies spawn (which mean lots of high leveks to get that much)

I dont mind monster ramping, but its way better to see a bigger meaner monster than just a lesser one on steroids
 

Thothie

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Re: Gertenheld_Forest.

FER said:
By stronger monsters when theres stronger players, i mean the way it works in maps like daragoth, where you need a total of 3000HP+ so hard enemies spawn (which mean lots of high leveks to get that much)

I dont mind monster ramping, but its way better to see a bigger meaner monster than just a lesser one on steroids
Plus, unlike monster ramping - you can also give hpreq attributes to TREASURES (msworlditme_treasure) - so you can have bigger monsters spawn different chests.

Daragoth only implements it in a few spots, but you could, conceivably, have an entirely different set of monsters depending on how mean the players are. For Daragoth it works thusly (minor spoilers):

• Main Camp: @ 1500hp you get a cave troll renamed “Troll Champion”
• Main Camp: @ 3000hp you get an Ogre
- When this Ogre dies he targets spawn_xtra_trolltres which spawns some magic arrows and an extra resupply chest with the possibility of a an epic item
• Spiders beneath house: @ 1000hp you get an extra set of spitting spiders and an extra treasure with a fair amount of cash, after you kill the regular spiders – these burst out of the opposite wall, targeting the breakable when they spawn
• Bears outside of the house: @ 1000hp you get a giant black bear, @ 2000 you get a Kodiak
• Spiders past the goblins: @ 1500hp you get a 2.0xHP/3.0xDmg boosted spitting spider renamed “Scytodes Thoricica”
- if this dies it targets spawn_xtra_spidchest and spawns a basic resupply chest (free pots, maybe some bolts)
• Teleporter Room @ 2000hp you get assaulted by a Metal Boar, in addition to the two stoners
- Slay him and ye receive a chest with some other extra goodies near the teleporter

That’s a very minor application, in theory, you can extend this to make it an entirely different map depending on the strength of the players present. HPreq’s are checked when the monsters spawn, and if they don’t spawn, it has no affect on the monster counter one way or the other.

mscave also now has some similar bits like Daragoth now (btw, when's the last time anyone visited mscave?) ;)
 

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Re: Gertenheld_Forest.

I was there today. Interesting chest I found, impossible without raven mace tho... Also different items in all chests it seems.
Shadahar's area changed, yet I killed him and literally nothing happened, is that right?
 

Thothie

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Re: Gertenheld_Forest.

Ravenmace is not the only thing you need for that chest - ye probably didn't notice though. ;)

At the moment, Shaddie doesn't do anything but passout a sh*tload of cash and XP (although he has a VERY rare chance of giving some, very rare stuff.) - plan to change this down the line. The placeholders needed for this plan are placed within the map, but I've not setup the scripts yet.
 

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Re: Gertenheld_Forest.

I'm gonna guess you need a certain type of armor, as that damage is insane haha. Raven Mace and just hoping seems to work fine for me... Yet all I've seen is some gold and a perfect skullblade...
 

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Re: Gertenheld_Forest.

Blah - didnt make the damage high enough if you managed to get that far without it or a pot. :/ Oh well.
 

Dridmar

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Re: Gertenheld_Forest.

FER said:
Says "censored" :?

Bored lol. Really though, there is not easter egg atm and I don't know if I will be adding one. Only time will tell.
 

Dridmar

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Re: Gertenheld_Forest.

Update: First post has been updated.
 

CrazyMonkeyDude

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Re: Gertenheld_Forest.

Thothie said:
... in addition to the two stoners

Alright, I'll make sure to sit there. Where's the other one? :mrgreen:
 
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