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Messages - RedRookLord

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31
Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.1
« on: January 07, 2014, 11:29:08 PM »
Uploaded version 1.1, the patch notes will be located up at the main post, enjoy!

32
Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.0
« on: January 07, 2014, 07:06:53 PM »
Nice work, my friend managed to break the game in a similar way. Hopefully the map should be a little more challenging in the next update coming very very soon.

33
Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.0
« on: January 07, 2014, 03:59:36 PM »
I just finished a massive overhall on the map and I'm currently testing it before release. You'll likely see it later today.

34
Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.0
« on: January 07, 2014, 02:58:07 AM »
I could probably do that, but the problem with making it impossible to kite makes the game...well...kind of bull. I think the best approach would be to change the way the map functions in some way so that you can't eliminate the stronger enemies and be left with the weaker ones.

35
Custom Maps / [Survival] : Eye of the Storm Arena v1.1
« on: January 07, 2014, 02:14:38 AM »
Introduction

Hello wonderful, small hammerwatch community. This is my first dungeon I'm going to publicly release and it's a survival type. Originally, I was going to make a traditional dungeon, but I decided to make something a lot shorter instead and this was the result of one evening of dungeon crafting. The concept is that when an enemy is killed, another will take its place. It's just one wish that I could detect enemy deaths instead of enemies leaving an area and detecting what the enemy type is, but I had to find work-arounds.

The Map - Difficulty Varies (Easy - Hard)



So, a lot of the map is based on a slight amount of randomness. There are currently 4 different random triggers in the map. The first is chests. At the center of the arena, there are 3 groups of 5 chests each. These chests, as you probably know, can provide either upgrades, lives, or money. They give players a reason to run around the room rather than staying in the narrow corridor at the entrance to the shop/spawn zone. Second, there are consumables that randomly spawn at the edges and center of the room. They provide either health or mana, depending on which spot you're at. Lastly, and the most important, when an enemy dies, another RANDOM enemy respawns instantly. Thankfully, stronger enemies are rarer, but if you let them stack up, eventually, all the enemies will be tier 3s or 4s. It's a good idea to eliminate these more powerful opponents quickly before they start stacking up in large numbers. With recent tests, I have determined that the map definitely works in multiplayer, but I think multiplayer might get an overhall soon. I have also determined that the end game is a little boring, so I want to spice it up. Let me know what you think about multiplayer and also what you think about both single and multiplayer end game below.

Conclusion

If you like what you see, try out the map and say what you think about it below. If you think something is unfair or you have some ideas for what I could do to the map, also post that down below. I'll attach the map below as well.

(Note): I've gotten some confused users asking where the link is. You need to be logged into a forum account to see the link at the bottom of this main post. Find the latest version and it should work, just follow the instructions in the zip file.

Patches

Patch 1.1

-Complete arena redesign
-Minibosses now spawn
-Income is reduced
-You now gain money per kill
-Removed potion vendor

36
Editor Discussion / Re: (Help) Error with packaging map
« on: January 05, 2014, 03:02:50 PM »
Thank goodness I finally got it. It was several errors on my end. I slept on it and realized I may not have typed in the right text since code tends to have that problem, so I checked it out and realized that "level" was supposed to be typed "levels".

Sorry for the confusion. I'm very happy now though.

37
Editor Discussion / Re: (Help) Error with packaging map
« on: January 04, 2014, 05:30:24 PM »
No, I haven't, but when I tried it, the level packer crashed again when I tried to package it. I created the 2 new .xml files and I have my map with them all in one folder. I tried dragging the folder onto the level packer and..it freezes.

Is there something I'm missing?

I'll attach a .zip with the folder in it.

38
Editor Discussion / (Help) Error with packaging map
« on: January 04, 2014, 03:34:13 PM »
Ok, so these problems have been around awhile...but I think the solutions are all out of date and I can't find the solution anywhere in the forums, on youtube, on the wiki, or anywhere for that matter.

So when I try and test the map through the editor, it gives me an error and I don't know how to fix it and I haven't found an out of date answer either. I've tried spawning with a camera, I've tried spawning with a spawn point, niether work.

So I've tried the old way of making a folder and running the folder through the game, but that obviously doesn't work. The folder doesn't show up.

The last thing I tried was packaging the .xml file through the level packer. I tried doing just the .xml and I tried .xml in a folder. That doesn't work. I'm guessing I need the extra content in the folder for it to work, but the problem now is my copy of hammerwatch didn't come with an example folder.

So now that I've explained what I've tried...could somebody explain to me how they make their maps at this current date and how they test it? Sorry if there's an obvious answer somewhere, but I've looked for a couple hours now and I haven't seen it.

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