[WiP] Frozen_Temple

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
This is the further expansion of the Frost_Temple map where you make the transition by swimming through some water. The idea of this map is to really make sure you packed extra warm and preferably water-proof, cause you will be swimming through frozen water-filled tunnels and finding weak spots in the ice to get out. Don't worry I only plan on having 2-3 areas where you actually gotta do that, or less if your cunning enough to find a dryer path. I plan on making alternate pathways and hidden pathways to add additional ways of navigating from room to room and maybe even skip fights all together or land you into even harder and more challenging of fights. :D

I started working on this because my work on Frost_Temple came to a grinding halt when I became so bored of it I stopped working on it for a week or two. I'm down to the little stuff on it and it was feeling repetitive so I thought I would work on the next part, or rather one of the branches that come off that map.

Pictures:

Frozen_Temple Overview (Layout is complete, just adding entities and such at this point)
https://www.dropbox.com/s/81glkp7h2dczv ... ew%203.png

Second Main Room
https://www.dropbox.com/s/rxh0tsvvrdhw9 ... _00001.jpg

Bank Room
https://www.dropbox.com/s/5eu4d8lbs6da5 ... _00001.jpg

Indoor Garden
https://www.dropbox.com/s/mtmxz99pbyu28 ... _00001.jpg

Another Room
https://www.dropbox.com/s/ytnflls9r1at0 ... _00002.jpg
https://www.dropbox.com/s/mbc1kztmgx3ie ... _00003.jpg

Main Cave Area
https://www.dropbox.com/s/ho4f7pk9r7x8c ... _00001.jpg


Side Notes:
The entire maps layout has been completed, Need to do a test run to see what sort of monsters to have and how to set up the map. So the fun part begins. :roll:

I do enjoy having some blue textures in the map, but still have a mixture of the blue and grey colors.
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
31
Location
lolwut
Don't follow tundra's footsteps, just saying!

You can have water deal cold damage overtime, but excessive damage like in tundra is overkill and annoying if you plan on doing something a little bit complex with it. Like adding annoying icebergs that move around. I'm happy i can swim across easyway but others get pissed with that part. :roll:
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
zeus9860 said:
Don't follow tundra's footsteps, just saying!

You can have water deal cold damage overtime, but excessive damage like in tundra is overkill and annoying if you plan on doing something a little bit complex with it. Like adding annoying icebergs that move around. I'm happy i can swim across easyway but others get pissed with that part. :roll:
Oh god no! I wasn't gonna do no wacky iceberg thing, just have water that does maybe 5 damage a second, it would definitely make healing much more of a pain and some fighting rooms very hard if there was only small dry places to stand on. Basically its like having lava, but instead of burning you quickly, it would slowly freeze you.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
I sure do hope you guys enjoy getting lost, because I made the caves branch into more caves which either take you to similar places or backwards into the map, oh what joy! I am still working on the rough layout of the map and won't have a functional map for some time. So enjoy the picture I could provide. I got more work ahead of me and try to make it all work out.. otherwise.. I might be screwed. :(
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
31
Location
lolwut
Pfft, gertenheld_cave had a similiar approach, easy to figure out and memorize the main path. Plus bspviewer helps with that prior to actually playing the map ;)
 

TheOysterHippopotami

Active Adventurer
MSS Developer
DarkTide
Joined
Sep 6, 2009
Messages
1,213
Reaction score
42
Age
35
This is precisely why 99% of our maps should be A) Non linear and B) have random monster spawns and events. In that scenario it doesn't matter if the players have memorized the layout! :twisted:
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
31
Location
lolwut
TheOysterHippopotami said:
This is precisely why 99% of our maps should be A) Non linear and B) have random monster spawns and events. In that scenario it doesn't matter if the players have memorized the layout! :twisted:

Hunderswamp kinda works like that, and i got word that the_wall_east was suppose to work like that via the transition taken to reach the place, amirite? (you know who you are) :roll:
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
Ok, I have been working on the second room of the map. I got it mostly done to where I'm just tweaking textures and finishing the 'loft' pathway. Now I got a quick question about the room, is it too bright or is the lighting good?

https://www.dropbox.com/s/30p784tqklkb2 ... e%2001.jpg
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
31
Location
lolwut
Seems a bit bright to me, the shadow effects on the top should be somewhat in the ground too, imo. But i don't even know if that's possible to achieve. Like having the glow "lamps" light the room in a certain extent, not lighting it completly.

Anyways it looks good as it is, don't take that really into consideration like if it's that big of a deal. :wink:
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
If this is what you call bright, I'd hate to see what you call dark... I dunno what sorta crazy stylish auto-over-exposure monitors you folks be usin'. I had to run a brightness filter on it before I could see ****.

My only complaint, not involving my blindness, would be that it looks a little industrial - dunno when Mr. Freeman will be seen running through there. ;) Might just be this one angle though.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
Thothie said:
If this is what you call bright, I'd hate to see what you call dark... I dunno what sorta crazy stylish auto-over-exposure monitor's you folks be usin'. I had to run a brightness filter on it before I could see ****.

My only complaint, not involving my blindness, would be that it looks a little industrial - dunno when Mr. Freeman will be seen running through there. ;) Might just be this one angle though.
Industrial? Its made out of rock! :oldlol: But, I was already told to do some crystal lighting or something to it.. I'm not sure how to go about that one yet since I do want to have a light blue lighting and I didn't see any light blue crystal textures... SO, if anyone could help me out with that one I would appreciate it.
 

TheOysterHippopotami

Active Adventurer
MSS Developer
DarkTide
Joined
Sep 6, 2009
Messages
1,213
Reaction score
42
Age
35
look for marble or fade_

those are pretty useful for crystals.

Also, thothie hit the nail on the head when he said it looks industrial. It doesn't fit that well in an ancient or medieval setting. I like how you pay attention to making a structure look like it could realistically stand, but maybe you should try to be a little more fantastical in your designs.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
TheOysterHippopotami said:
but maybe you should try to be a little more fantastical in your designs.
You want me to make floating objects and unrealistic structures! that's just crazy talk! I can't do it now.. Maybe when I do something for you guys in the terms of mapping I can give it a shot. But, right now I wanna map these maps how I believe they should look. You can still critique them, but for the most part I'm gonna stick with what I got for now...
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Meh, it, again, maybe the angle's partly to blame (at first glance, it looked like hazard stripes on metal), plus the blue/grey motif (likely unavoidable)...

It would help to add some signs of decay indicative of ancient stonework. Break some walls, some structures - scatter their remains on the ground, etc. Just remember to playerclip any resulting holes or debris.

Here's some crystal textures:
http://www.thothie.com/msc_dev4/double_rainbow.rar

Not that you couldn't easily do that yourself with wally and maybe a simple photo editor like Irfanview. I don't think I have the light texture you're using there to tweak it for you though (or at least I can't find it right quick among these billion textures).
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
Thothie said:
Meh, it, again, maybe the angle's partly to blame (at first glance, it looked like hazard stripes on metal), plus the blue/grey motif (likely unavoidable)...

It would help to add some signs of decay indicative of ancient stonework. Break some walls, some structures - scatter their remains on the ground, etc. Just remember to playerclip any resulting holes or debris.

Here's some crystal textures:
http://www.thothie.com/msc_dev4/double_rainbow.rar

Not that you couldn't easily do that yourself with wally and maybe a simple photo editor like Irfanview. I don't think I have the light texture you're using there to tweak it for you though (or at least I can't find it right quick among these billion textures).
Woohoo! More colorful crystals to play with! Now as for the decay. I won't do that until I have completed the room, then I will run around the map with my sledge hammer and wreck up the place, even though the Guardians tried soo hard to keep things nice and tidy! Oh well. I guess their old bones couldn't keep up with the upkeep of a massive underground temple thats partly flooded at this point...
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
I've been wondering, is it bad to use the Apply Decal button when mapping?
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Not, normally... :\

What did you do now...? :roll:
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
Thothie said:
Not, normally... :\

What did you do now...? :roll:
I completely wrecked my entire map!! I'm gonna have to start all over now. :oops:

Nah, not really. Just this one room I had used the decal button on. I can change it over to normal blocks and such. I just wanted to double check with the experienced mappers of MSC. :)
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Shouldn't be a problem, they aren't active etnies. More like the kind that come in, post and tease us, once in a great while.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Thothie said:
Shouldn't be a problem, they aren't active etnies. More like the kind that come in, post and tease us, once in a great while.

Poor Lady X. Thoth's got some other chick on the brain.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
I have updated the screenshot section a bit. I have made several more rooms, but most of which are place holders and bare until i can figure out what to put in them.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
As soon as I get my main computer back I am going to finish this map! Or rather work on it and see were it takes me. :)

One issue I have kindof ran into is the lack of snow textures.. I would really like some more ice textures to work with as well.. maybe even snow/ice-ified textures of the ones i currently am using.. otherwise it really won't be much of a frozen temple as more of a grey temple with blue lighting.. Which really doesn't sound like much fun.

I would like it if we get could make a list of snow related monsters so I can more easily pick and choose ones to add to the map.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
We don't have a wad with a lot of snow textures, but I can extract some from catacombs, shender_east, and tundra.

Sadly, I'm lazy these days, so you're getting all the textures, and will have to pick out the ice/snow ones for yerself (but maybe you'll find something else of use as well):
http://www.thothie.com/msc_dev4/texture ... owmaps.rar

As for mobs, those we have a lot of...

monsters/anim_archer_hard_frost (medium)
monsters/anim_warrior_hard_frost (medium)
monsters/bandit_elite_sword (medium)
monsters/bear_giant_polar (medium)
montsers/bear_god_polar (hard, huge, and overused)
monsters/gbear_polar (hard - the newer polar bear model)
monsters/polarbear (low)
monsters/polarbearcub (low)
monsters/cold_lady (medium - floats through walls)
monsters/cold_one (hard)
monsters/demonwing_giant_ice (hard, large, flies)
monsters/demonwing_ice (medium, flies)
monsters/djinn_ice (medium)
monsters/eagle_ice (medium)
monsters/elemental_ice_guardian (medium, flies)
monsters/elemental_ice_guardian2 (hard, flies, as escort)
monsters/elemental_ice_guardian3 (vhard, flies)
monsters/elemental_ice1 (medium)
monsters/elemental_ice2 (hard)
monsters/fish_killie (medium, large, swims)
monsters/giant_frost (hard, large)
monsters/ice_mage (medium)
monsters/ice_mage2 (hard, untested)
monsters/ice_reaver (hard)
monsters/ice_reaver_mini (medium)
monsters/k_alcolyte_blue (medium)
monsters/k_elder (hard - use addparam " type_cold ")
monsters/lost_soul_ice (medium, explodes)
monsters/maldora_gminion_ice (medium, only vulnerable to cold)
monsters/maldora_minion_ice (low)

monsters/morc_archer (medium, scales well)
monsters/morc_chief (hard, needs escort)
monsters/morc_icewarrior (medium, scales well)
monsters/morc_ranger (medium, scales well)
monsters/morc_shaman_ice (medium)
monsters/morc_shaman_ice_noblizz (medium, use if multiple shamans present)
monsters/morc_sniper (medium, scales well)
monsters/morc_warrior (medium, scales well)

monsters/mummy_ice (hard)
monsters/ogre_ice (medium)

monsters/skeleton_archer_ice1 (medium)
monsters/skeleton_archer_ice2 (hard)
monsters/skeleton_ice (low)
monsters/skeleton_ice_enraged (medium)
monsters/skeleton_ice_lord (hard - ms_snow boss)
monsters/skeleton_ice_warrior (medium)
monsters/skeleton_ice2_hammer (vhard)
monsters/skeleton_mage (hard - use addparam " use_cold " or " use_cold;use_fire " or some similar combo, tested but unused as of yet )
monsters/skeleton_ravager_ice (hard - climbs ceilings, tested but unused as of yet)

monsters/slime_frost (low)

monsters/snowboar1 (low)
monsters/snowboar2 (medium)
monsters/snowboar3 (hard)

monsters/spider_snow (low, doesn't scale well)
monsters/telf_warrior_idagger (hard)
monsters/troll_ice (medium)
monsters/troll_ice_lobber (medium)
monsters/wolf_ice (medium)
monsters/wolf_ice_alpha (hard)

I'm probably missing a few, believe it or not... There's also some that aren't cold oriented but kinda 'keep to theme' such as Wraiths (monsters/wraith) and Crystal Spiders (monsters/spider_crystal). Remember to mix up your elements a bit, as while 100% cold resistance still isn't practical, you can get pretty close, and there's always pots. The skeleton_mage maybe handy for that, as he can be paramed up to use part or all of the rainbow. Also, reminds me, still need an ice goblin line.
 
Top