WW2:Lodagond-2/3/4 [REL]

Sabre

New Adventurer
MSC Developer
RiP
Joined
Aug 24, 2004
Messages
4,545
Reaction score
1
Age
35
Location
SoCal
Re: WW2:Lodagond-2/3/4 [WIP]

I will bring my ded back for Lodagond.
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
Re: WW2:Lodagond-2/3/4 [WIP]

Late night beta test yielded:

1. Late night beta tests result in very few testers. But still successful.
2. Level of diffculty suprisingly close to what I wanted. Happy day.
3. Monster parameters are hella fun.
4. Maldora rapes faces.
5. Minor things to fix, adjustments to be made, all that good stuff.
6. Fragments of Maldora are... bugged. They spawned, said "Let's", and stared at us blankly. Then the one on the left hit us with a chain lightning. Then they just sat there, all non-hit-able, and I had to trigger the bloody door manually.

Should be hella good times for all once its really done :D
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: WW2:Lodagond-2/3/4 [WIP]

Damn Maldora's... Meh, the proxy-activate thing is always screwy. I'll see about that.

That final Maldora is more of a place holder than anything else - I've plans for a less likely to crash, fancier version of him with some new tricks. So much sh*t to do right now though.

edit: Sent ye a fix for the fragments.
 

Shurik3n

New Adventurer
MSC Developer
RiP
Joined
Aug 15, 2006
Messages
1,357
Reaction score
0
Age
33
Re: WW2:Lodagond-2/3/4 [WIP]

I hope you don't give the fragments the same stuff the one in wicard has, because that x2 will probably crash A LOT.

Also Crow, on Lodagond-4 did you see what we did to skip the first half? Gonna need to put something there to prevent that.
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
Re: WW2:Lodagond-2/3/4 [WIP]

Yea, thats easy to block, glad you showed me it ^_^

EDITS:

Added pics to first page.
Also, found this rather amusing:




Hammer likes to assign random textures from the wad in place of the models textures for the model representation of monsters in hammer. Thought this one looked cool :p
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: WW2:Lodagond-2/3/4 [WIP]

Shurik3n said:
I hope you don't give the fragments the same stuff the one in wicard has, because that x2 will probably crash A LOT.

Also Crow, on Lodagond-4 did you see what we did to skip the first half? Gonna need to put something there to prevent that.

There on a new system that allows them to the same stuff on less resources, and makes sure they they don’t spam at the same time (they take turns). The current Maldora (non-fragment) placeholder is much more likely to crash (and did last I tested it). I ran with four of these buggers and two dozen undead guards (via cheats) with no issues so far, but more testing (multiplayer-DS) is still required.

As for your hammer bit there - I think when you load a second map into hammer it doesn't bother to re-load the model textures, so yeah, you kinda get random textures on monsters (often map textures) - that one looks pretty nifty though. (PS. Love yer windows theme!) :oldlol:
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
Re: WW2:Lodagond-2/3/4 [WIP]

The first person who can find me the bloody texture used for the trees in this shot gets a screenshot from my new map once I get a version I can run in game. And I don't mean lodagond :wink:
 

Shurik3n

New Adventurer
MSC Developer
RiP
Joined
Aug 15, 2006
Messages
1,357
Reaction score
0
Age
33
Re: WW2:Lodagond-2/3/4 [WIP]

I think its called "forrest" with two r's in the thornlands.wad.
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,251
Reaction score
72
Re: WW2:Lodagond-2/3/4 [WIP]

Shurik3n said:
I think its called "forrest" with two r's in the thornlands.wad.

Noooooooooooooooooooooooooooooo too late. >.>
 

Glorfindel

New Adventurer
RiP
Joined
Jul 12, 2007
Messages
255
Reaction score
0
Age
40
Re: WW2:Lodagond-2/3/4 [WIP]

Crow said:
Oh sweet jesus I love you. Who's bloody idea was it to spell forest like that :evil:

Forrest's.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: WW2:Lodagond-2/3/4 [WIP]

Lodagond2 and 3 seemed ready to go with, at best, some very minor changes.

Lodagond4 seemed almost ready to go as well, but I wasn't sure if you wanted to redo the boss chamber or not (seemed a bit mean, fighting Maldora in that tiny box).

Lodagond2 and 3 didn't seem too hard to finish (in some ways, easier than Lodagond-1) - Lodagond4 was, however... Like Nightmare_Lodagond. ;) I don't think my FN char would last more than a few seconds in any stage of that incredibly well rendered monstrosity. ><
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
Re: WW2:Lodagond-2/3/4 [WIP]

:twisted:


To my knowladge, this is the current state of things:

Lodagond-2 and 3 are done, with a side of done topped with done sauce, washed down with a big glass of done.

If there is anything you think needs fixing/changing, lemme know.

Lodagond-4 is done minus the following things (the boss chamber was doubled in size):
Sorc script? I don't know where that is, ir that is even still planned, but he should pop up in the final battle to help, and if he still lives after that, pick some random person to follow, and go on to fight maldora with you, and everything else that comes after that.
If he does exist, I need to test with him.

Well I guess that's just one thing.
 

PBarnum

New Adventurer
MSS Developer
MSC Developer
RiP
Joined
Jun 14, 2006
Messages
3,031
Reaction score
4
Re: WW2:Lodagond-2/3/4 [WIP]

Crow said:
Lodagond-2 and 3 are done, with a side of done topped with done sauce, washed down with a big glass of done.
.............. I cannot stop laughing. Seriously.
 

villager

New Adventurer
RiP
Joined
Nov 21, 2006
Messages
1,272
Reaction score
0
Age
34
Re: WW2:Lodagond-2/3/4 [WIP]

You know what I can't stop laughing at? The fact that I missed the day you guys were testing those maps.
Yeah... :(
 

PBarnum

New Adventurer
MSS Developer
MSC Developer
RiP
Joined
Jun 14, 2006
Messages
3,031
Reaction score
4
Re: WW2:Lodagond-2/3/4 [WIP]

Don't worry, I didn't test them either.
 

Thraxis

New Adventurer
MSC Developer
RiP
Joined
Apr 30, 2007
Messages
530
Reaction score
0
Age
34
Location
Riverside, New Jersey
Re: WW2:Lodagond-2/3/4 [WIP]

I did, and that makes everything better! Right guys? .. >.> guys?

Guys?

Guys?

You should deffinitly release 2 and 3 even if 4 is still waiting on the sorc (I think he's done but you'd have to wait till thothie gets back in to confirm that) so people can enjoy some rad mappage.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: WW2:Lodagond-2/3/4 [WIP]

Sorc script? I don't know where that is, ir that is even still planned, but he should pop up in the final battle to help, and if he still lives after that, pick some random person to follow, and go on to fight maldora with you, and everything else that comes after that.

I'm going to work it so you don't have to worry about it, but keep these things in mind:

If player has done the quest proper, Sorc will automagically appear 128 units in front of Maldora, and they'll have a bit of a chat before carnage ensues. Otherwise, carnage will ensue immediately, and Chief Zapems will not show up. I'll precache the Sorc Chief from Maldora's script, so you won't have to place him yourself.

Maldora will use a point 512 units above his spawn point as a central teleport point for a various spell effects. (He'll need an additional 128 units of clearance above that, to be safe). If your current boss chamber does not have this much head room, give me a headsup and I'll see what I can do about the lack thereof.

While this all hasn't been implemented, it should be done so by MAR2008b, and the map should function fine under the current sc.dll. It's just I can't add Blooddrinker as a weapon until the model consolidation is complete, so there's no point in doing the Sorc escort mission.
 

FER

New Adventurer
MSC Developer
RiP
Joined
Sep 16, 2006
Messages
2,758
Reaction score
0
Age
36
Location
on Belser's army
Re: WW2:Lodagond-2/3/4 [WIP]

Does msc have support for them?
 

Thraxis

New Adventurer
MSC Developer
RiP
Joined
Apr 30, 2007
Messages
530
Reaction score
0
Age
34
Location
Riverside, New Jersey
Re: WW2:Lodagond-2/3/4 [WIP]

On teh mini patch and the interm B patch it should. Not on the A patch though. Currently looking for someone to wrangle into hosting this for it's first FN run through. I r desperate to play this again and know that once I hit 4 I won't be able to solo it past that (Don't know if anyone could at this point)
 

Belmont

New Adventurer
Blades of Urdual
Joined
Aug 22, 2005
Messages
475
Reaction score
0
Re: WW2:Lodagond-2/3/4 [WIP]

My server is going to be up for this, join up!
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: WW2:Lodagond-2/3/4 [WIP]

Meh, wish I had a chance to test these, but here it goes... ;)

I should point out that the XP multipliers go higher as you go deeper:

Lodagond-1 x2 XP
Lodagond-2 x3 XP
Lodagond-3 x4 XP
Lodagond-4 x5 XP

I might nerf this a bit when I've new items to put in, but at the moment, XP is the only real motivator, discounting the fact that these are the BEST DESIGNED MAPS EVER! :eek:
 
Top