Author Topic: [DTV] Woodland Fort  (Read 4997 times)

0 Members and 1 Guest are viewing this topic.

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
[DTV] Woodland Fort
« on: May 23, 2011, 05:40:47 am »
0
visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login




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:

  • I did my best to smooth out the ground and to make the structures accessible.  Unfortunately I cannot tell if there are places where the npc's can get stuck until it gets tested.
  • I wanted the fort to be located in a forest, hence the trees, however I'm a little worried that it may be too many trees for some people's pc's.
  • the other maps I've seen generally have more structures.  Hopefully I have provided enough for the players.
  • Does water slow npc's down? I don't know if the water will be too OP, but it looks really cool and is a major part of the theme of the map.  I would hate to have to remove it.  I made the bridges pretty wide, hopefully that will be enough.


« Last Edit: May 23, 2011, 10:54:48 pm by Dragonette »

Offline Rannepear

  • Noble
  • **
  • Renown: 16
  • Infamy: 7
  • cRPG Player
  • 我叫阿杰
    • View Profile
  • Game nicks: Rannepear
Re: [DTV] Woodland Fort
« Reply #1 on: May 23, 2011, 06:50:26 pm »
0
You created the ai mesh and barriers and all that, yes?
visitors can't see pics , please register or login

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Woodland Fort
« Reply #2 on: May 23, 2011, 07:03:14 pm »
0
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
« Last Edit: May 23, 2011, 07:05:09 pm by Dragonette »

Offline gazda

  • Earl
  • ******
  • Renown: 483
  • Infamy: 124
  • cRPG Player
  • Its almost harvesting season.
    • View Profile
  • Faction: Saracens
  • Game nicks: Gazda_the_Swine
  • IRC nick: gazda
Re: [DTV] Woodland Fort
« Reply #3 on: May 23, 2011, 07:12:44 pm »
0
you should probably add some closed place where there is only 1 way to enter so its possible to defend against higher class waves
visitors can't see pics , please register or login

Offline Rannepear

  • Noble
  • **
  • Renown: 16
  • Infamy: 7
  • cRPG Player
  • 我叫阿杰
    • View Profile
  • Game nicks: Rannepear
Re: [DTV] Woodland Fort
« Reply #4 on: May 23, 2011, 07:14:29 pm »
0
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.
« Last Edit: May 23, 2011, 07:19:36 pm by Rannepear »
visitors can't see pics , please register or login

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Woodland Fort
« Reply #5 on: May 23, 2011, 07:27:13 pm »
0
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?
« Last Edit: May 23, 2011, 07:30:07 pm by Dragonette »

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Woodland Fort
« Reply #6 on: May 23, 2011, 07:28:28 pm »
0
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.

Offline Ozin

  • Duke
  • *******
  • Renown: 584
  • Infamy: 12
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Nordmen
  • IRC nick: Ozin
Re: [DTV] Woodland Fort
« Reply #7 on: May 23, 2011, 07:33:37 pm »
0
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.

Offline Tears of Destiny

  • Naive
  • King
  • **********
  • Renown: 1847
  • Infamy: 870
  • cRPG Player A Gentleman and a Scholar
  • Quiet drifting through shallow waters. 死のび
    • View Profile
    • NADS
  • Faction: Black Company
  • IRC nick: Tears
Re: [DTV] Woodland Fort
« Reply #8 on: May 23, 2011, 07:34:50 pm »
0
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.
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
Death is a fun way to pass the time though, several little bullets moving in staccato.
The terror of my reign will live on in infamy, singing when they die like a dead man's symphony.

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Woodland Fort
« Reply #9 on: May 23, 2011, 08:51:44 pm »
0
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.
« Last Edit: May 23, 2011, 09:01:06 pm by Dragonette »

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: [DTV] Woodland Fort
« Reply #10 on: May 23, 2011, 09:04:27 pm »
0
I´m not sure, but ca it be that is relativ easy to camp on the gatehouse?
Archers hanging around 1shield and you win all waves...

-Spanky

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Woodland Fort
« Reply #11 on: May 23, 2011, 09:32:22 pm »
0
I´m not sure, but ca it be that is relativ easy to camp on the gatehouse?
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.

Offline Blaint

  • Noble
  • **
  • Renown: 11
  • Infamy: 0
  • cRPG Player
  • gone away
    • View Profile
  • Faction: Imperial Prelates
  • Game nicks: IP_Blaint
  • IRC nick: Blaint
Re: [DTV] Woodland Fort
« Reply #12 on: May 23, 2011, 10:52:37 pm »
0
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
The demons are falsehood. They are the  taken shape of lies, which were given power by the chaos.

[Guide]How to set up a c-RPG-Server

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Woodland Fort
« Reply #13 on: May 23, 2011, 10:54:26 pm »
0
Yeah good suggestion.  I'll take the link down until I finish it.

Thanks for the input )

Offline Dragonette

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Woodland Fort
« Reply #14 on: May 24, 2011, 06:31:17 am »
0
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.

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login













« Last Edit: May 24, 2011, 06:40:21 am by Dragonette »