[WiP] Lava_Temple

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
After a nice long discussion about the future of the maps I have been working on. A new layout has been made. Which basically makes it only a 3 maps series instead of.. how ever many from before. Desert Temple is no longer included, but will still keep the transition to it for now. May end up making it tie in somewhere else or scrapping it overall. So here's the new layout: Frost Temple (may be called Thawed Temple in the future) will be the current connector to the next two maps being Frozen Temple and Lava Temple (Which will have more of the combat and toughness in them, where as Frost will be more a training map/connector map with no real goal other then access to the other two maps.

So here in the Lava Temple you make your way down from the frost temple down into an old volcano through old mines and lava filled caves to the Lava Temple. As of right now, Lava Temple will have less combat in it than Frozen, but I do intend in adding more rooms and content to the actual temple itself. Hope you love button pressing and backtracking because I intended of adding both in.

Current Progress:
Done with most of the renovations except for in the caves and boss areas.
Less Loda-y.

Planned:
Finish proper monster population
Finish the special location (added during map renovation)
Find music and more sounds to add ambience
Add an easter egg?
Add a secret area?

Screenshots: (None at the moment)

Overview: (Outdated)
https://www.dropbox.com/s/evlh0r5mq80cl ... .43.31.png

Updates:
Was redoing nearly the entire map to make it purty, but due to life won't be working on it nearly as much anymore. May end up having Oyster finish the map for me if I can't get back to it ever.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
I have decided to make the boss room close completely off until the boss is defeated. Making it so you only have one shot/life at taking down the boss. This will add a more serious note to the boss fight making for a tougher fight. So you better prepare beforehand.

This is how it will work, when the players enter the room they will have to approach the center which will trigger the door to close and boss to appear. So this will allow all players to enter, set their spawns with relocate crystals, and ready themselves. The only way to open the doors again is by killing the boss. Otherwise you will be locked out of the boss chamber until the fight is over, unless you set your spawn to inside the boss room.

I plan on doing the same with Frozen Temple's Boss room as well.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I've got like fifteen bookmarks worth of threads and PM's I've been meaning to reply to, going three weeks back, so sorry if I've been quiet about this...

From the overview, this looks like a pretty sizable map with an interesting layout, though I can't say much more given that the screenshot only covers one area. Looks very promising though. I hope you'll get it populated.

I've not made much progress on Desert_Temple, but I'm worried that the plot I set in motion there maybe screwing with your intentions for the map series. I sent you the modified source and some scripts, such as they were. Give me a heads up if this is the case.

[spoilers]
The setup I had going was that the temple is somewhere along the edges of the Aluhandra Desert. The Black Hand had discovered the temple, found that it had sealed some ancient fire elemental of great power, and is in the process of harnessing said to endow themselves with new power. The Shadahar discover the intrusion in their territory, and Thuldahr shows up with a contingent to drive them out at about the same time the players arrive. The Black Hand elder fire shaman seals himself in the deepest caverns, hoping to gain control over the elemental to drive off the Sorcs. The players, allying with the Sorcs, must find eight runic seals to get to the shaman, and defeat him, and the elder elemental, all while battling the temple's various ancient defenses.
[/spoilers]

Downside is I'm looking at two to three mini-bosses, on top of the final, though I've already have a series of beasts that will work fairly well for the temple defenses. Though Sorcs and Blackhand will likely periodically appear throughout the dungeon, I'm planning on avoiding the escort style mission, and leaving them expendable. It's just a matter of gathering the seals and reporting back to Thuldahr with the lore specific end item (which is another dicey scripting bit that I'm not spoiling here).
 

Monika's_BFFEx0256

Old Skool Apostle
Joined
Mar 9, 2009
Messages
1,359
Reaction score
70
Thothie said:
[spoilers]
The setup I had going was that the temple is somewhere along the edges of the Aluhandra Desert. The Black Hand had discovered the temple, found that it had sealed some ancient fire elemental of great power, and is in the process of harnessing said to endow themselves with new power. The Shadahar discover the intrusion in their territory, and Thuldahr shows up with a contingent to drive them out at about the same time the players arrive. The Black Hand elder fire shaman seals himself in the deepest caverns, hoping to gain control over the elemental to drive off the Sorcs. The players, allying with the Sorcs, must find eight runic seals to get to the shaman, and defeat him, and the elder elemental, all while battling the temple's various ancient defenses.
[/spoilers]

.
No offense, but we had already kinda come up with amazing ideas for the map. We'd discussed putting steam pipes around the whole complex, and saying that it was a Dwarven ruin that they built to harness the energy of the Shender Volcano....as you see, this ties it in specifically with the LORE of the game. For monsters, we figured it'd be neat to have zombie dwarves (very under-used), and perhaps something similar to the iron-guardian in shad, like a steam powered construct. It would make sense, too. (Could have one of those be a boss, that scales with player HP). This would make the most sense, and would be considered a lore related map.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
Weell.. crap. Cause like what Lucifer said, I am already working on adding pipes to the map, which helps make sense of lava just randomly being thrown about the map. If you wanna have some orc thing going on I can always come back to finish CaD_2, Crystals and Darkness, I technically have two CaD maps both being apart of the same temple. The Crystal and Darkness map takes place deeper inside the mountain after Caves and Daylight, the one Thothie has been working on since Summer. But if I do work on it, it won't be til after I have finished this Lore-ish like map series for Oyster. and also Fmines, Flooded Mines, which is like the part 2 of Rmines, Ransacked Mines/Mines_Practice (the one from the mapping competition).

So really the supposed 5-6 map series is broken in half, 3 for Oyster and 2 for Thothie, maybe 3.. maybe. Fmines is a continuation for myself, I just wanna have a little train to ride around on all day long.

Side Note: Man I really just need to have 1 set in stone name for maps. Some one help me come up with good map names now!!
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Lucifer said:
iron-guardian in shad, like a steam powered construct
Actually have a model for that (maybe in the current release, not sure) - but no script yet.
guardian_fire.jpg
( It'd be under monsters/guardian_fire.mdl )

And yeah, was talking about how desert_temple was going to fit into this - as I already actually worked on desert_temple - I've not hardly touched any other maps. I r asking if you had some other plans for it, and if I should thus stop working on it.
 

TheOysterHippopotami

Active Adventurer
MSS Developer
DarkTide
Joined
Sep 6, 2009
Messages
1,213
Reaction score
42
Age
35
Just make the desert temple a completely unrelated map. Maybe even use the texture replace tool to make it look less similar to your other temple maps. You could try using the umulak textures if its going to take place in aluhandra.
 

Monika's_BFFEx0256

Old Skool Apostle
Joined
Mar 9, 2009
Messages
1,359
Reaction score
70
Have the desert temple be a place of LODESTONE power, being electricity. Have it be linked in relation to the fire temple, which harnesses the power of a volcano. Both make sense
 

TheOysterHippopotami

Active Adventurer
MSS Developer
DarkTide
Joined
Sep 6, 2009
Messages
1,213
Reaction score
42
Age
35
Have the desert temple be a place of LODESTONE power, being electricity. Have it be linked in relation to the fire temple, which harnesses the power of a volcano. Both make sense
If the fire temple was made by dwarves and is in shender it makes less than 0 sense for it to connect to or be related in any way to a temple in aluhandra.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Given that the spawn area in the desert_temple is a teleporter, I don't think this bit is a problem.

Though what is a problem, is I don't really have the model loadout set aside for lightning bosses.
 

Regorty

New Adventurer
MSC Developer
Joined
Dec 19, 2012
Messages
281
Reaction score
4
Age
32
Thothie said:
Actually have a model for that (maybe in the current release, not sure) - but no script yet.
guardian_fire.jpg
( It'd be under monsters/guardian_fire.mdl )
OMG! Its sooo cuuute~!! I wanna name him Snuggles and he can be my bestest friend! I promise to take care of him and feed him plenty of rocks, and try not to feed him too much rock candy, and make sure he takes his lava baths and give him lots of love! :)
Thothie said:
And yeah, was talking about how desert_temple was going to fit into this - as I already actually worked on desert_temple - I've not hardly touched any other maps. I r asking if you had some other plans for it, and if I should thus stop working on it.
Separate from Frozen and Lava Temples, but can still exist. I would just have to change the spawn room to some thing else, or make a connection map with a proper teleporter that would teleport the player from the lower mountains to the peak where the temple is placed.. oooooor I could just have a cave tunnel that it as spawn to mean you climbed to the peak via a cave system that wormed its way in and out of the mountain. Could use more feedback on that sort of thing.

I am definitely gonna just make fully functioning maps and just leave them unpopulated. Eases the work on me, or just makes me seems lazy for not wanting to do all that crazy work it takes to set up monsters it seems (specially after seeing Old_Helena's .rmf, wow) So I will focus solely on making maps that function, like how Lava Temple is, just add some place holder mobs and decorate it and pass it off to the next guy and call it a team building exercise! Whooo!!!
 
Top