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Mini-Mapping Contests: The Drums in the Dungeon

Discussion in 'Map Development' started by Pharaoh_, Aug 25, 2012.

  1. PROXY

    PROXY

    3D Modeling Reviewer

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    Screen6.PNG

    New WIP.
     
  2. Kingz

    Kingz

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    Looks great proxy.
     
  3. HammerFist132

    HammerFist132

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    Like it to, but can u share where the hell have u find that textures. I am looking for some textures based on that but cannot find them any where.
     
  4. HappyTauren

    HappyTauren

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    It looks good, but please make sure it doesn't play bad xD
     
  5. TheWhiteWolf

    TheWhiteWolf

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    Nice, Kino. Good one, PROXY. Your terrain is kinda like what I thought to make... Nevermind, I will change mine :D

    Q: If the main character is a Warmage who uses blue mana and blue crystals to do everything, and enemies are frost undead, and the atmosphere is kinda gray-blue, is that kinda too much blue?
     
  6. rulerofiron99

    rulerofiron99

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    No.

    You just need to focus even more on the blue, and make sure that the different blues are easily distinguishable from each other.
     
  7. Br0

    Br0

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    Well, I am jumping into the contest :thumbs_up:

    Here is a spoiler of what I am doing.

    Just a question.. will anyone bother to check the maps out for anything other then terrain?

    EDIT: My entry has been updated, and now is open for anyone that wants to look at it.
     

    Attached Files:

    Last edited: Sep 18, 2012
  8. SA Dashie

    SA Dashie

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    Cool work guys.
    Unfortunately I can't work on mine again for another they days. :\
     
  9. muzzel

    muzzel

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    sweet @ proxy, but the warden texture looks weird
     
  10. HammerFist132

    HammerFist132

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    www.hiveworkshop.com/forums/pastebin.php?id=gunxdd

    This is my last wip. I have not started third part of map. In this I have been fixing bug, do balancing, cleaning leaks, added all phases for second boss (3), deleted spammed doodads to low lag. I will add two new spells they are allready done but I was lazy to import them.
     
  11. -Kobas-

    -Kobas-

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    I enjoyed it. Looks nice and simple. But it will look more awesome if you could add some more terrain there, just increase areas before boss fights and enchant them with random ice explosions, terrain deformations, enemy ambushes, hidden areas/passages and so on... (You will improve quality, increase play time and still keep that simple effect without messing up with many classes and complex systems).
     
  12. HammerFist132

    HammerFist132

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    Kobas thx for fast check xD. Yep i know to boss fight comes somehow really fast I am thinking about adding aditional area before start and I totaly need some traps and effects, to make in more sexy xD. About third area. It starts with this simple chirch but there should be just begining, after that main boss will teleport u to lower level of dungeo in some prison then u come back fight with him and again go to last 4. area what is sometthing like big hall or something. Where will be final battle.

    EDIT: Btw is my map to hard to be finished.
    And part after sewcond boss is nt done
     
  13. TheWhiteWolf

    TheWhiteWolf

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    Nice one hammer... my wip is coming today, in a few hours :D
     
  14. rulerofiron99

    rulerofiron99

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    Great terrain overall, just fix this part with the stacking archways blocking player view (attached screenie).

    My hero was paused at the portal after defeating the generator boss - I'm assuming that's how far the WIP went.

    The map being revealed, that selection of items at the start, and having all the spells at the start, are those all as part of testing?
     

    Attached Files:

  15. HammerFist132

    HammerFist132

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    @rulerofiron99

    First of all thx for comenting.Now Answer:
    Thx for sharing thinking about archways. I will remoe ve them the, maybe problewmm will be gate becose m,aybe will sux if stay alone. So maybe will remove arways in the middle.
    Items at start are just for testing, because item drop sistem is not finished yet.
    And about spells: at start u will have 4 spells: Q,W and R, and D, ghost walk(E) will unlock at first boss and some kind of air knocback at second boss, and after u slay second boss will get final spells (simple charge).
    Once more thx for commenting.
     
  16. rulerofiron99

    rulerofiron99

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    Actually I was thinking for your camera, you could maybe allow the player to rotate it using the arrow keys, bringing more life to your terrain.
     
  17. HammerFist132

    HammerFist132

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    Will do that. About arcway I was thinking to do them like dummy units and when unit enters region near them they will slowly become less visible.
     
  18. TheWhiteWolf

    TheWhiteWolf

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    First wip from me. It has: movement, attack combos and abilities. It doesn't have: collision or damage triggers, nor anything else.

    Short control manual:
    Up - walk
    Up x2 - run
    Down - walk backwards
    Down x2 - rotate 180 degrees
    Left/Right - rotate
    F1 - attack combo (fists)
    F1 (while holing up) - attack combo (spear)
    F1 (while holding down) - attack combo (sword)
    F2 - Bolt (Power Bolt when channeling)
    F3 - Defend (Slow Time when channeling)
    F4 - Channel
    NOTE: The creeps should only be used for testing Slow Time!

    In next WIP:
    F1 (while channeling) - Slam (area around hero damage)
    F4 (while channeling) - Morph (model and moveset change)
     

    Attached Files:

  19. HammerFist132

    HammerFist132

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    Matija just tested ur map. System is more or less good. Running should look like little better because it looks to me like to he is slipping(klizi) most of time. And turning should be more sharpery(i think from left to right side or right to left.) Thats all
     
  20. rulerofiron99

    rulerofiron99

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    Looks good. Some issues:
    • If you attempt to run forward or back while still doing the opposite, the command doesn't go through and the unit stops. You should set a boolean on press/release and do movement based on that boolean.
    • Animation stops after each action; you should queue stand animation.
    • Reverse doesn't always work.

    Suggestions:
    • Ranged attack should target a targeted unit, which you should be able to cycle through using another ability. Then mark it with a floating text or something. With arrow key controls, aiming will be extremely difficult. The dilemma is either you set turn rate to high and aiming suffers, or you set turn rate to low and movement suffers.
    • Multiple camera modes. Perhaps even a top-down view where the movement controls go along the x/y axis instead of rotate+forward.
    • Jump ability :D