cRPG

cRPG => Scene Editing => Topic started by: Dragonette on May 23, 2011, 05:40:47 am

Title: [DTV] Woodland Fort
Post by: Dragonette on May 23, 2011, 05:40:47 am
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Ok, so this is my first real map, hope you like it!

It is not a an open village/ruins based map but instead centers around a small woodland fort that offers the players some protection while being accessible enough to npc's to provide a challenge; at least that is my hope 8).

I made the fort with 1 normal front entrance, 3 large side and back entrances and 3 wide earth stairs to access the walls.  The fort is surrounded by shallow water that npc's and players can cross on foot and 3 wide bridges.  I smoothed out the the underwater floor as much as possible so hopefully the npc's won't get stuck. 

The players spawn in the Northeast corner, leading them to the guard tower and the rope bridge across to the island. 

Concerns:



Title: Re: [DTV] Woodland Fort
Post by: Rannepear on May 23, 2011, 06:50:26 pm
You created the ai mesh and barriers and all that, yes?
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 23, 2011, 07:03:14 pm
No but I just read through the tutorial on ai mesh...someone told me they had made DTV maps without AI mesh and they worked fine, but many of the threads I've read say otherwise so I think I'll add it today.

If you have any suggestions it would be appreciated.  I'm learning all of this on the fly
Title: Re: [DTV] Woodland Fort
Post by: gazda on May 23, 2011, 07:12:44 pm
you should probably add some closed place where there is only 1 way to enter so its possible to defend against higher class waves
Title: Re: [DTV] Woodland Fort
Post by: Rannepear on May 23, 2011, 07:14:29 pm
I've personally never made a DTV map, but it's a bit more technical than just making shit pretty. Also, if you want your map to be added to the servers (they only allow certain ones) you're going to need to make an a.i mesh (to give bots a guide they can't screw up) and a.i barriers (to stop them from falling off ledges or even from going into the water) and even player barriers (to ensure players don't exploit your map by using ladders to reach places inaccessible to bots). The map may "work" but it's bound to have issues specifically concerning bots. Try and find some tutorials and read up on those.

Some aesthetic tips though, use different textures on certain terrain so it doesn't look so plain. You could use the path texture from the bridges to the fort, for example. Or change the wall textures of the areas you have that look like hills/mountains into something more rocky, or pebbles under the water instead of grass....And add some tree variety...they're all exactly the same.
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 23, 2011, 07:27:13 pm
Ok thanks for the feedback.  I'll fix the trees and add ai mesh and barriers, aesthetics etc.

I'm also trying to figure out how to load the map in DTV mode offline so I can test it.  It loads in battle and other modes np, but the spawns don't work so it's pointless. 

Do you know how?
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 23, 2011, 07:28:28 pm
you should probably add some closed place where there is only 1 way to enter so its possible to defend against higher class waves

Will do.  I was trying to follow the guidelines of making everything easily accessible to the npc's, but I think you're right.
Title: Re: [DTV] Woodland Fort
Post by: Ozin on May 23, 2011, 07:33:37 pm
I disagree, nothing is more boring than going straight to the same spot every time and 70% of the team doing nothing but standing and waiting in a fucking hole.
Title: Re: [DTV] Woodland Fort
Post by: Tears of Destiny on May 23, 2011, 07:34:50 pm
you should probably add some closed place where there is only 1 way to enter so its possible to defend against higher class waves

I am going to disagree there. The topic where people posted screen shots of them reaching the last wave showed them in a place with three entrances.
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 23, 2011, 08:51:44 pm
I disagree, nothing is more boring than going straight to the same spot every time and 70% of the team doing nothing but standing and waiting in a fucking hole.

You disagree with what...the map in general?

Oh nm...I see what you're referring to.  If I do add anymore structures, they won't be buildings with only 1 entrance.  For now i'll just leave it as is.
Title: Re: [DTV] Woodland Fort
Post by: Hellsing on May 23, 2011, 09:04:27 pm
I´m not sure, but ca it be that is relativ easy to camp on the gatehouse (http://s2.postimage.org/4ffwumw6k/2011_05_22_00007.jpg)?
Archers hanging around 1shield and you win all waves...

-Spanky
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 23, 2011, 09:32:22 pm
I´m not sure, but ca it be that is relativ easy to camp on the gatehouse (http://s2.postimage.org/4ffwumw6k/2011_05_22_00007.jpg)?
Archers hanging around 1shield and you win all waves...

-Spanky

Well it's still open and should be accessible for mobs.  Have to test to see.  If so, the gatehouse could easily be changed.
Title: Re: [DTV] Woodland Fort
Post by: Blaint on May 23, 2011, 10:52:37 pm
i would recommend you to remove the download link, untill the map got tested by the testingteam. (so no server-admin can be catched by the temptation to add a(maybe easy exploitable) map to their server and get disconnected, because the map isn't offical yet.

B2T:

Seems to be a nice map,respect.
I don't really know how easy to abuse this  1 entrace place is.
The problem could be that you only need one shielder and a damage dealer (maybe an ranged fighter too) do survive easily.
The Ai meshes aren't really hard to add, it just takes some time.
Good luck with you map
Blaint
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 23, 2011, 10:54:26 pm
Yeah good suggestion.  I'll take the link down until I finish it.

Thanks for the input )
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 24, 2011, 06:31:17 am
Well...I think I fixed the issue with the gatehouse potentially being OP.  I basically closed off access to the inside of the building and added to large staircases leading to the gatehouse roof.

I also added different ground textures for pathways/roads and made the ravine rocky instead of grass covered.

The only other big change I made was to the trees.  I removed many of the old ones and replaced them with a variety of trees.  I also made the trees thickest near and around the fort where the players will spend most of their time. 

I still need to add the ai mesh and barriers.

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Title: Re: [DTV] Woodland Fort
Post by: Rannepear on May 24, 2011, 06:58:23 am
That big ass bridge, I'd just change the values to make ONE really big one instead of putting like...3 together...All the posts kinda look strange.
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 24, 2011, 08:05:55 am
I didn't know you could do that.  Thanks for the info. I'll check it out )
Title: Re: [DTV] Woodland Fort
Post by: Blaint on May 24, 2011, 03:49:54 pm
if you need some help, PM me.

(i had some stupid problems at the beginning, but now i think i figured it out ;) )
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 24, 2011, 04:48:41 pm
if you need some help, PM me.

(i had some stupid problems at the beginning, but now i think i figured it out ;) )

Thanks for offering Blaint.  I will hit you up. 8)
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 24, 2011, 11:58:45 pm
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New overhead shot

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Scaled the bridges instead of stacking them wide

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Changed the door/platforms to towers.  Same idea, just better.

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access to the inside of the gatehouse is blocked



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Ravine spawn for NPC's on backside of Fort.  I did a lot with the terrain this time.  Mountain walls surround the map. 

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Shot from front side looking back.

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Backside looking forward.

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Scaled the rope bridge also

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Title: Re: [DTV] Woodland Fort
Post by: Rannepear on May 25, 2011, 01:13:29 am
Looks much better.
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 25, 2011, 01:34:26 am
Looks much better.

Thanks, your suggestions helped a lot )
Title: Re: [DTV] Woodland Fort
Post by: Radament on May 25, 2011, 04:13:16 am
waiting your map to become official and finally i can change it on the server :P
best map for dtv now , balanced , more team based , seems polished and glitch free , gratz !
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 25, 2011, 09:06:19 am
Thanks for the kind words ).  I'm in the process of laying down the ai mesh now and testing the spawns.  hopefully I'll be able to get it out soon 8)
Title: Re: [DTV] Woodland Fort
Post by: TucKMuncK on May 25, 2011, 04:39:20 pm
I'd like to see abandoned minings or caves. Which are only 1 way in or maze style.

I marked ideal places for those mines/caves with blue squares.
(click to show/hide)
Would be kinda cool if you could see only Left mine enterance from tower.
Title: Re: [DTV] Woodland Fort
Post by: Blaint on May 25, 2011, 10:30:20 pm
Map looks good...
I hope i can test the map, on the next maptest :)
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 29, 2011, 03:46:36 am
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Fort from front
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Guard Tower
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View of base/watch tower and signal fire from Southeastern mountain area
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Added a rope bridge leading across the ravine to a cluster of treehouses
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Treehouse cluster
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View of Fort from Treehouses
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View from west bridge
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New overheard map


The AI mesh is finally ready for testing.  I've had a few people test the map for me but I have yet to see it played with more than 5.  I ended up adding quite a bit to it compared to my original idea, and I think it turned out well, at least visually. 

I'm going to test it some more before posting the download link tomorrow



Title: Re: [DTV] Woodland Fort
Post by: Rannepear on May 29, 2011, 04:15:06 am
Looks MUCH nicer. Im sure, as long as the mesh is done correctly, it will be a pretty nice play. The stone keep does throw me off still though, but it's blended in much more now that you have the terrain looking good. Good job.
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 29, 2011, 08:04:02 am
Thanks I thought so too.  Yeah it's interesting to look at the ss's and watch the map evolve. 

I think I imagined the stone gatehouse/keep as having existed there long before the wooden structures were added, which seemed to make sense in my mind... 8)

I tested it for a while today with about 3-6 people at a time and found that the AI mesh still needs some work in certain areas.  It's a huge map, perhaps a little too big, hard to tell until I get 20 people on it.

Once again, thanks for the input
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 29, 2011, 08:35:25 am
Well...I have more work to do on the ai mesh than I realized.  Might not be able to release it tomorrow
Title: Re: [DTV] Woodland Fort
Post by: Rannepear on May 29, 2011, 09:08:37 am
Well, if you want to make it "smaller" without actually reducing the size, you could put up a bunch of barriers to keep players contained in a specific zone or to just reduce the amount of map they can play on. If you do that, try to add props to signify, so to speak, where the barriers are. My experience has told me that most players hate running into seemingly random invisible walls, usually because they don't understand their use, but still.

Orange means that they won't be able to pass through, and green means they will. Same thing applies to ai barriers as well.
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 29, 2011, 09:20:38 am
yeah I have barriers all over the map, but mostly to prevent exploits.  I wanted to leave it as open as possible
Title: Re: [DTV] Woodland Fort
Post by: Jarlek on May 30, 2011, 11:48:27 am
This looks really good. Nice job there! Basically just posting here so I can get the update when it's ready for official use :D
Title: Re: [DTV] Woodland Fort
Post by: nuffen on May 30, 2011, 08:37:58 pm
Hi
Id like to test out this map. Any way you could contact me on IRC, and give me the dl link?
Title: Re: [DTV] Woodland Fort
Post by: Dragonette on May 31, 2011, 03:15:45 am
I can send you a link, but the map isn't complete.  There are some new things that need pathing.