FOnline: Reloaded

Development => The Workshop => Topic started by: NexusWulf on March 30, 2016, 01:51:37 pm

Title: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 30, 2016, 01:51:37 pm
Hanging Hills (4 Stage Dungeon)

Get to the current progress !

[http://forum.fonline-reloaded.net/index.php?topic=10371.75 (http://forum.fonline-reloaded.net/index.php?topic=10371.75)]

Welcome to my humble topic.  :)

This topic is mostly for me to release the current progress on my map and taking suggestions from players and Devs.


The idea: "This Dungeon is about to be a PVE only Dungeon which has 4 stages each increasing in difficulty so beginners aswell as experienced players can have a blast playing the dungeon and dont get frustrated by OP enemies."

My main goal here is to achieve a map that is playable for all, mostly balance will be the focus.


So blast away with questions and blast away with suggestions they are all welcome.  :P

Over n Out
NexusWulf.  ;D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 30, 2016, 01:58:21 pm
Update Status. V 0.2

(http://www2.pic-upload.de/img/30187687/Text_Surface_v02.png)

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 30, 2016, 01:58:54 pm
Update Status. V 0.4

(http://www2.pic-upload.de/img/30189413/Text_Surface_v04.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Gimper on March 30, 2016, 03:08:41 pm
Well so far, it looks like a lot of messy scenery packed into a small map. Has potential, but where does the battle/action take place here?
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Solaire on March 30, 2016, 03:16:18 pm
Both looks nice its cool that some ppl here have patience to use mapper:P

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 30, 2016, 03:58:46 pm
Well so far, it looks like a lot of messy scenery packed into a small map. Has potential, but where does the battle/action take place here?

The battle is happening inbetween the Alleyways and inside the buildings the surface level you see is not the only level, it will go deeper, and the further you get the harder it gets. At the beginning it will be only critters and a few raiders (settlers who are scared and shoot everything that moves or perhaps turned into crazies) so low level people can enjoy a dungeon aswell. They can proceed to go further but the chance of dying is very high for those.

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 30, 2016, 04:00:20 pm
Both looks nice its cool that some ppl here have patience to use mapper:P

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Why thank you Solaire, bored of lordran i see, in the end it ain't that hard the beginning is just a little b***h after you get the grasp of it its not that hard.

and the work you see here is now 2-3 days of experience :D

also

PRAISE THE SUN \[ T]/
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Gimper on March 30, 2016, 04:15:55 pm
The battle is happening inbetween the Alleyways and inside the buildings the surface level you see is not the only level, it will go deeper, and the further you get the harder it gets. At the beginning it will be only critters and a few raiders (settlers who are scared and shoot everything that moves or perhaps turned into crazies) so low level people can enjoy a dungeon aswell. They can proceed to go further but the chance of dying is very high for those.

I see I see. It sounds like a fun concept. Looking forward to seeing the lower levels!
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Solaire on March 30, 2016, 04:15:56 pm
Lordran is always fun to visit
But i like wastelands
And many other unfriendly places
Edit: but what are this stairs for ?

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 30, 2016, 04:33:49 pm
Lordran is always fun to visit
But i like wastelands
And many other unfriendly places
Edit: but what are this stairs for ?

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Well those stairs are there to get on the roof of this hut of course, small sniper point for those snipers ^^
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 30, 2016, 05:40:12 pm
Status Update V 0.6 Surface.


(http://www2.pic-upload.de/img/30198541/Text_Surface_v06.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Barneys on March 30, 2016, 06:19:21 pm
Too messy and the mix of layout wont work for kilgore. Keep up the work tho.

Envoyé de mon XT1032 en utilisant Tapatalk

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Solaire on March 30, 2016, 06:20:11 pm
I never knew that stairs can move you on roof and let you shoot ppl from there o.O
And thats coz i never saw it in fonline :P
Good work dude !

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Gimper on March 30, 2016, 07:30:19 pm
Yeah it looks good, but like Barneys said its a bit too messy. Maybe make a little more space between buildings and it will look less messy.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 31, 2016, 12:00:43 am
Update V 0.6_Alt

So after fighting with the stairs to the shack i gave up for now there wont be stairs but also i have cleaned up the map a bit so its not too cramped  ;D

(http://www2.pic-upload.de/img/30202419/Text_Surface_v06.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 31, 2016, 01:00:59 am
Status Update V 0.7

The Stairs are gone now. As there was no compatible stairs for this kind of scenery i moved on and will plan to add stairs in the future to other projects.

This time the addition is a processing Building that works on dismatling vehicle wrecks.


(http://www2.pic-upload.de/img/30202758/Text_Surface_v07.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: jarok on March 31, 2016, 08:53:58 am
I chose positive option because I like overall idea about PvE dungeon and that you draw the map. However some parts of your location look weird and you mixed too much different sceneries in example vault city doors in farm building. In addition urban tiles are messed up too. Open some maps from sdk and see patterns. Also there is somewhere Kilgore's tutorial about mapping but it is polish, you should google translate it.

Btw Kilgore should write tutorial in english ;)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 31, 2016, 02:01:57 pm
I chose positive option because I like overall idea about PvE dungeon and that you draw the map. However some parts of your location look weird and you mixed too much different sceneries in example vault city doors in farm building. In addition urban tiles are messed up too. Open some maps from sdk and see patterns. Also there is somewhere Kilgore's tutorial about mapping but it is polish, you should google translate it.

Btw Kilgore should write tutorial in english ;)

True true i considered actually changing the doors but that is why i am posting the pictures so i can get some feedback.

Thanks for the idea i could look into making the paths more ... well "Farmtastic". ;D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Gimper on March 31, 2016, 02:41:19 pm
After you cleaned it up a bit, it looks great. The vault door is the only real eye-sore now. Keep it up, its getting somewhere!
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Solaire on March 31, 2016, 02:48:11 pm
Can you upload pic without walls and cellings? i would likely saw how those buildings look like inside

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 31, 2016, 02:56:55 pm
Can you upload pic without walls and cellings? i would likely saw how those buildings look like inside

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Why yes you shall recieve some information about the surface levels its not like it is going to be THAT special.

\[ T]/

(http://www2.pic-upload.de/img/30208192/Text_Surface_v07_Insides.png)

edit: oops i just reread your comment and havent removed the walls, will do in the next post on V 0.8
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 31, 2016, 03:04:42 pm
After you cleaned it up a bit, it looks great. The vault door is the only real eye-sore now. Keep it up, its getting somewhere!

well i replaced the vault door here have a full shot also decided to make a comparsion with the current floor tiles i maybe work with, any suggestions ?

(http://www2.pic-upload.de/img/30208268/Text_Surface_v07_Altpathingfixes.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Solaire on March 31, 2016, 03:59:13 pm
The isides of buildings looks legit
Only the "bar" could be a bit different
Like putting the one hand bandits is a bit wrong
Put the shelf and fridge in the bandits place and move there that long table(i forgot how its called)
And put the bandits in the old place of fridge and shelf
Coz bandits behind that bar dont look good for me

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on March 31, 2016, 04:10:38 pm
Status Update V 0.8

Added a small shop / trading / production building (Pics now without roof WOW 8) )

Enjoy guys im still working on the floor tiles for a path, alltogether you can might guess what im planning aswell next ;D !

(http://www2.pic-upload.de/img/30209181/Text_Surface_v08.png)


ALSO have some goodness without walls ! (as requested by our incandescent solaire)

(http://www2.pic-upload.de/img/30209242/Text_Surface_v08_nowall.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Solaire on March 31, 2016, 04:17:56 pm
This map is big this will take a lot of time to go trough :)
(I mean if there will be bunch of enemies and doing it solo)

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Barneys on March 31, 2016, 09:42:00 pm
Way better since you cleared the map. Keep it up

Envoyé de mon XT1032 en utilisant Tapatalk

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: DocAN on March 31, 2016, 11:17:47 pm
TIP:

Draw a plan on paper, then make it in mapper.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 01, 2016, 01:06:44 pm
TIP:

Draw a plan on paper, then make it in mapper.

no worries that is my basic knowledge as i study game design anyway ^^

sketch it than make it.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Gimper on April 01, 2016, 02:26:02 pm
I'm excited to see the other levels. How's progress?
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 01, 2016, 03:09:29 pm
I'm excited to see the other levels. How's progress?

The progress is steady so far. The level layout and design and balancing is in progress but all over there will be the 2nd stage in the future, patience is key ^^

Slow and steady wins the race.  ;)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 01, 2016, 03:59:19 pm
Status Update V 1.0

The Map "Surface" Stage 01 is done so far. the only thing that is now required is to add are techobjects such as walls and scrollblockers, besides those it will be probably things like balance tests etc. and putting goodies everywhere aswell critters and dem bad raider boys.


(http://www2.pic-upload.de/img/30220598/Text_Surface_v10.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 02, 2016, 02:04:12 pm
Status Update Stage 02 V0.01

This is just a rough layout and lemme tell you it has a impressive size.

The current mapsize goes with 236/199 Hexes almost more than 2 times the size as before !

have a peek on the rough planning.

(http://www2.pic-upload.de/img/30230595/Hanginghills_Stage02_V0.01.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 02, 2016, 02:37:31 pm
Status Update Stage 02 V0.03

Just now filled everything up and refined it with a certain pattern that will be actually the cave you are entering in Stage 02

Any wishes and suggestions are welcome IF there is a certain thing you want added. in one of the empty chambers.

(http://www2.pic-upload.de/img/30230895/Hanginghills_Stage02_V0.03.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 03, 2016, 10:36:54 am
Hello everyone, sadly i am not progressing as fast as i did with Stage01, reasons are that i have never worked on a cave map and all over it is hard to get a proper looking layout with the walls. trying my best to deliver V0.1 today.

Rock On  8)

NexusWulf
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: jarok on April 03, 2016, 01:25:10 pm
Use cave maker http://fodev.net/forum/index.php?topic=26058.0 :)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Corosive on April 03, 2016, 10:43:00 pm
Word of advice: Never try to be TOO ambitious. Stick to what you know, and what you can produce. Baby steps. Start small, then gradually (slowly) improve by challenging yourself with one new thing.

Your surface map looks good, but there's a ton of bugs. You need to learn to use the tech items before trying to make a cave. Caves require scripts and code; you'll need to link an entrance map and an enter map. If you can't do that stuff on your own, then don't bother making it. Baby steps.

Take your surface map, add the border hex blocks, then the screen blocks, then the exit grids. Once that's done start using the entrance blocks, then the wall blocks, then the solid object blocks.

If you try to over do it, or over challenge yourself, or get too ambitious your projects will eventually collapse out of frustration when you're breaking your mind over trying to figure out something you can't already. Waiting for help is even more stressful when it doesn't happen in a satisfying time frame.

Don't get discouraged, but remember that before you jump into the pool you'll need to learn to swim, AND before learning to swim, you'll need a bathing suit. Both require money, so you'll probably need a job lol...  Baby steps.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: FrankenStone on April 03, 2016, 11:51:26 pm
Word of advice: Never try to be TOO ambitious. Stick to what you know, and what you can produce. Baby steps. Start small, then gradually (slowly) improve by challenging yourself with one new thing.

Your surface map looks good, but there's a ton of bugs. You need to learn to use the tech items before trying to make a cave. Caves require scripts and code; you'll need to link an entrance map and an enter map. If you can't do that stuff on your own, then don't bother making it. Baby steps.

Take your surface map, add the border hex blocks, then the screen blocks, then the exit grids. Once that's done start using the entrance blocks, then the wall blocks, then the solid object blocks.

If you try to over do it, or over challenge yourself, or get too ambitious your projects will eventually collapse out of frustration when you're breaking your mind over trying to figure out something you can't already. Waiting for help is even more stressful when it doesn't happen in a satisfying time frame.

Don't get discouraged, but remember that before you jump into the pool you'll need to learn to swim, AND before learning to swim, you'll need a bathing suit. Both require money, so you'll probably need a job lol...  Baby steps.

corosive i want to marry you , u wanna make some scripts for this puppie ?

(http://i.imgur.com/BwrezTI.jpg)

on a serious note now , corosive is 100% right , better do other stuff till u get used to it. i know people who mapped alot and still are cursing at cavemapping.

on first level i would just remove the curbs which u are used to set some path , 1 tile size of a path isnt a good idea ... minimum in my book is 3 tiles ... the rest looks ok for your first attempt , just read what other people said here e.g. dont mix too much assets like VC into other stuff etc.

beside all that i wish you good luck and happy mapping.

Spoiler: show
https://www.youtube.com/watch?v=tMos86bnFYc
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 04, 2016, 06:36:14 pm
Word of advice: Never try to be TOO ambitious. Stick to what you know, and what you can produce. Baby steps. Start small, then gradually (slowly) improve by challenging yourself with one new thing.

Your surface map looks good, but there's a ton of bugs. You need to learn to use the tech items before trying to make a cave. Caves require scripts and code; you'll need to link an entrance map and an enter map. If you can't do that stuff on your own, then don't bother making it. Baby steps.

Take your surface map, add the border hex blocks, then the screen blocks, then the exit grids. Once that's done start using the entrance blocks, then the wall blocks, then the solid object blocks.

If you try to over do it, or over challenge yourself, or get too ambitious your projects will eventually collapse out of frustration when you're breaking your mind over trying to figure out something you can't already. Waiting for help is even more stressful when it doesn't happen in a satisfying time frame.

Don't get discouraged, but remember that before you jump into the pool you'll need to learn to swim, AND before learning to swim, you'll need a bathing suit. Both require money, so you'll probably need a job lol...  Baby steps.

why thank you alot, (why obvious things are obvious) i am not completly lost as in creating maps and desining layouts etc. but this Cave generator is a huge help, and that for i can finally deliver a proper looking map after having it reworked in a couple of days (real life stuff ...)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 04, 2016, 08:22:01 pm
Status Update Stage02 V0.1

So after getting the "tiledmapper" the progress has be quite faster than expected. Take a look at the first room you will encounter in Stage02.


(http://www2.pic-upload.de/img/30258167/Hanginghills_Stage02_V0.1.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 04, 2016, 08:29:59 pm
Status Update Stage02 V0.15

Righty-O delivering something i have just finished. What you guys think about that part of the Stage02 ?

(if someone could help me out on "how to add radiation" to areas i would grateful   ;D )


(http://www2.pic-upload.de/img/30258246/Hanginghills_Stage02_V0.15.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: jarok on April 06, 2016, 09:48:11 pm
Like +1 Make it bigger and add there some more toxic shit around.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 07, 2016, 03:09:04 pm
Like +1 Make it bigger and add there some more toxic shit around.

Oh trust me it is big ^^ atleast 2 times bigger than Stage01
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 07, 2016, 07:07:02 pm
Status Update 0.27

So adding a few more enemy types here and there ... but i am honest how about i let you guys decide ! the first 3 comments qouting me with some regular cave enemies as idea will be added in the following 3 production steps.


(noooo sadly no pic for now it could spoil too much of the fun what enemies you will encounter)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 08, 2016, 06:59:28 pm
Heya everyone, i actually have a stop for now cause i have to reconsider my ambitions to create this dungeon.

I need some answers to the following questions by people who have proper knowledge about this.

1. what would you say is a fair Level to enter this dungeon (it will host all kind of dangers and is supposed to be increasing from level 0 - 30+)

2. Will it be sufficent to have a 24-72 Hour real life Cool down for the mission (you can re-enter it for 4 IRL hours), aswell trying to get it working that people who enter the map will have this cooldown aswell instantly (so people cant just go in that mission and do it again right after they are done) (FYI i already have implemented a 6 player Maximum per Stage)

3. Is there an agreement that you can or can't place Powerarmors / Magic lockers in Maps, and if they contain it should it be harder to obtain?

4. Are there any certain rules written down for mapping so i dont have to ask anything else ? cause Kilgores "if the map is good" is not really a suitable guideline to work on or with maps.

Thanks for reading i would really appreciate some posts here so i can continue on my map balancing and hopefully deliver before wipe.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Hungry Hungry Shark on April 08, 2016, 07:02:51 pm
you should just make a complete map and let devs do the rest if they're interested in it. I don't think you should put any NPCs in it
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 08, 2016, 07:07:32 pm
you should just make a complete map and let devs do the rest if they're interested in it. I don't think you should put any NPCs in it

Thanks for the reply

Sure thing but i would actually like to hear this from one of the devs personally, cause if they dont know how much and where to place the npcs it could just ruin the whole concept of the map i was working on.

Mapping isnt just putting tiles and objects together and smacking some npc's and weapons in it.

alot of thought is going through my head when i place assets on a map i am working on.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: DocAN on April 14, 2016, 10:17:40 pm
TIPs:

1. Put updates in 1st post
2. Surface looks more then strange.
3. You can make a screenshot and put "npc" in paint with descriptions.
4. Read Kilgore mapper tutorial.

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 15, 2016, 08:22:19 pm
Status Update 0.5 Stage 02 (Check first page and there the first post)

Today i have populated a part of Stage 02 with some npc's which will be hostile towards you (like everything in this dungeon.)

Check First Post for a Picture.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: jarok on April 26, 2016, 12:28:48 pm
Soo... Are you going to continue? :D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Gimper on April 26, 2016, 06:06:08 pm
Critic on current cave progress - I'm sorry man, but the inside of the cave looks pretty rough. The randomly placed shit is just a huge turn off. It looks cluttered and not thought out. Maybe if this was a make-shift bomb shelter for multiple families it would make more sense. But this is just a bad-guy cave, right?

On a positive note, the outside looks much better than before. Don't give up on it! Check out THIS (http://forum.fonline-reloaded.net/index.php?topic=10494.0) if you need motivation!
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 27, 2016, 09:20:06 am
Critic on current cave progress - I'm sorry man, but the inside of the cave looks pretty rough. The randomly placed shit is just a huge turn off. It looks cluttered and not thought out. Maybe if this was a make-shift bomb shelter for multiple families it would make more sense. But this is just a bad-guy cave, right?

On a positive note, the outside looks much better than before. Don't give up on it! Check out THIS (http://forum.fonline-reloaded.net/index.php?topic=10494.0) if you need motivation!

Certainly it is but still you gotta think about it what if certain bad guys are housing there for quite a while ? they need to sleep somewhere atleast, and that that we are talking about raiders / bandits after all you can imagine they are not going to put everything neatly together haha.

but thanks for the link and suggestion, the progress is sadly quite slow atm still working on Stage 03 now to figure out how to make this kind of scenario work (limit in assets). But overall it is steady new progress will be posted soon so stay tuned :D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on April 29, 2016, 01:11:10 am
Status update 0.7 Stage 02

So i have started to populate the Stage02 and got myself finally a nice idea for Stage03 that actually works so stay tuned something new will come out soon for Stage03  8)

For now it is the same pic as in Status update 0.5 02 but ! this time with some Population.

Check Page 1 for the image.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on May 31, 2016, 07:59:44 pm
Cheeky FU***NG breeky,

so guys hello ... i am back from the dead, so yeah that means there will be finally new content in the FUTURE ... so yeh i had real life stuff and shiznits but i am back soooooooooo.....








kthxbai
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: jarok on May 31, 2016, 10:01:00 pm
Hello, come here http://forum.fonline-reloaded.net/index.php?topic=10494.0
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 02, 2016, 04:08:30 pm

Update Stage02 V085


This time around i have started to work at the end of this stage, mainly there will be Raiders/Mercenaries and also Ghouls.

Any suggestions how those 2 factions would interact with eachother ?

Post it below :D

(http://www2.pic-upload.de/img/30831055/HanginghillsStage02v085.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Mad Matt on June 02, 2016, 04:59:18 pm
Ghouls as slaves  or workes for those Raiders/Mercenaries to do jobs in highly radiated areas.


Or raiders/mercenaries as guns for hire for those ghouls, prewar citizens who knew where was hidden lot of cash, gear, medicine, etc. Now they use their knowledge to obtain those things in large numbers to hire bandits, the only way to stay alive in harsh wasteland on your own when you are not best marksman.



Or they were rich faggots, who didnt get in time in Vaults, now they pay skilled scums to became their bodyguards.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 03, 2016, 10:32:18 am
Ghouls as slaves  or workes for those Raiders/Mercenaries to do jobs in highly radiated areas.


Or raiders/mercenaries as guns for hire for those ghouls, prewar citizens who knew where was hidden lot of cash, gear, medicine, etc. Now they use their knowledge to obtain those things in large numbers to hire bandits, the only way to stay alive in harsh wasteland on your own when you are not best marksman.



Or they were rich faggots, who didnt get in time in Vaults, now they pay skilled scums to became their bodyguards.

I like the Slave idea, how about a lil revolution and you are caught in the middle of it, fighting between 2 fronts having double the times of enemies ;) i mean people complain that they want a challenge i think this could fit it very well.

Also a shoutout to everyone: i need suggestions as in i wanna hide Holodiscs that tell stories about this whole Dungeon, so it is more alive and not just some derpy lame dungeon with no lore.

If you have ideas for lore just PM me if you wanna help out :)

think of a character, along with what the character should say, help me create a nice lively atmosphere with those holodiscs.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Mad Matt on June 03, 2016, 10:35:10 am
Idea of fight between two factions would be nice, but I'm afraid many of us will exploit it to wait until they will kill each other and than shoot those with low health :D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 03, 2016, 10:37:16 am
Idea of fight between two factions would be nice, but I'm afraid many of us will exploit it to wait until they will kill each other and than shoot those with low health :D

That is one of the strategies, but you wont get XP if you wait it out. So it is a risk/reward thing, in the end it is up to you what to do, i mean if you go through this dungeon alone you should consider waiting until the enemies have slain each other :P and i say it is not exploiting i say it is a wise choice tactical wise. Aswell if you are a sneak char you just slip through those fronts and bugger off into the next area ^^

No one said you have to fight everything you encounter ;)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Mad Matt on June 03, 2016, 10:41:02 am
That would be something new as hell, more diversity and letting do dungeon to players who doesn't use burster/tanks. Great idea man.

Spoiler: show
(Well, you can wait until they health drop around 50-75 and burst :D)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 03, 2016, 10:46:42 am
That would be something new as hell, more diversity and letting do dungeon to players who doesn't use burster/tanks. Great idea man.

Spoiler: show
(Well, you can wait until they health drop around 50-75 and burst :D)


My qoute for life is "try something new, it may be your new Meta" :P so yeah i try to make it possible so you can actually go through the Maps without shooting once, aslong you have the skills to do so. A new thing i try to do with the next Stage is going with Waypoints and routes that the *guards* follow so you can actually plan and move through the map even with sneak and good timing.

Also the reason this dungeon takes a while is i try new stuff and ways to improve the gameplay experience with each stage so yeah :p  there is alot to discover that actually explains some (Soft Stories) aswell if you are adventerous.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 06, 2016, 01:19:29 pm
Status Update Stage02 V0.95

Heya people today i have implemented the end area in which you can move deeper to Stage03.

So tell me what ya thinking, also give me suggestions, besides that if you do want to say *the tileset doesnt fit* i have a nice idea how about you just tell me where to find a tileset that could fit more ? Besides that enjoy and now for the *hard* part for me trying to figure out how i can add radiation to an area ...

(http://www2.pic-upload.de/img/30866357/Hanginghills_Stage02_V0.95.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Barneys on June 06, 2016, 01:22:15 pm
I like it! Very good job.

Envoyé de mon XT1032 en utilisant Tapatalk

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Mad Matt on June 06, 2016, 04:16:46 pm
Great job, about radiation...did you try to check SE map or Glow map ? There should be some answer.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 06, 2016, 04:57:21 pm
Great job, about radiation...did you try to check SE map or Glow map ? There should be some answer.

Thanks man. Well i looked up those maps and i couldnt find anything i dunno if it is a tech object or generally just a map setting :/

i hope some of the devs can help me out.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Mad Matt on June 06, 2016, 05:01:07 pm
Well, I would like to help but never put radiation on map and I was wondering about it too :D
The only thing that I can think of was those maps, no other idea. :D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Barneys on June 06, 2016, 05:15:01 pm
Pretty sure that stuff isn't done in the mapper

Envoyé de mon XT1032 en utilisant Tapatalk

Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: DocAN on June 06, 2016, 06:57:26 pm
Remember to make maps with rectangle scroll blockers.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 07, 2016, 12:14:17 pm
Remember to make maps with rectangle scroll blockers.

Obviously... but instead of stating the obvious you perhaps have a clue how i can add radiation right ?

as in previews from the mapper i dont want to have the scrollblockers enabled, they are just a burden there.


Pretty sure that stuff isn't done in the mapper

Envoyé de mon XT1032 en utilisant Tapatalk

any ideas / hints where i could find that out ? A tool perhaps ?
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Mad Matt on June 07, 2016, 01:31:49 pm
So where is it made if not inside of mapper? For example SE with military bunker has it only in small part of map, so it has to be made somehow in mapper...I think.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Fantastic on June 07, 2016, 01:49:00 pm
So where is it made if not inside of mapper? For example SE with military bunker has it only in small part of map, so it has to be made somehow in mapper...I think.

It's been a while since I tinkered with my own FOnline server but I believe it is a script function.

I believe this is it: void r_Irradiate   (   Critter&    player,
                                                                Critter@    npc,
                                                                int    val   
                                                      )   
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 07, 2016, 03:13:10 pm
So where is it made if not inside of mapper? For example SE with military bunker has it only in small part of map, so it has to be made somehow in mapper...I think.

It's been a while since I tinkered with my own FOnline server but I believe it is a script function.

I believe this is it: void r_Irradiate   (   Critter&    player,
                                                                Critter@    npc,
                                                                int    val   
                                                      )

certainly thanks so i have to search the Script folders and look for a radiation script. OR i start to learn script... welp i wanna keep it as vanilla as possible but oh well i give it a shot.

Thank you alot, if you can find out anything let us know right here :D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: zekromo on June 08, 2016, 01:35:15 am
Wow you really are doing some amazing progress dude! I am totally stunned with the bunker interior; it looks and feels like a fantastic ruined bunker dungeon, especially with the gaping hole in the middle. What I also like is the barricade at the front of the bunker; it makes it appear like it is guarded and is in use.

+1 dude, I am enjoying your latest creations thus far!

I also just noticed your signature...
Zek fan club? Haha thanks for promoting my quote  ;D
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: Corosive on June 08, 2016, 04:52:16 am
This being made for Reloaded? If so, when can I expect it to be complete? I'm pretty sure we could implement it. Very easy to add locations...

I wouldn't bother adding radiation spots though. You could just use goo that has a step on and receive damage trigger.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 08, 2016, 12:16:18 pm
Wow you really are doing some amazing progress dude! I am totally stunned with the bunker interior; it looks and feels like a fantastic ruined bunker dungeon, especially with the gaping hole in the middle. What I also like is the barricade at the front of the bunker; it makes it appear like it is guarded and is in use.

+1 dude, I am enjoying your latest creations thus far!

I also just noticed your signature...
Zek fan club? Haha thanks for promoting my quote  ;D

Certainly man and i am happy to hear that it really fulfills the purpose it was intended to have, all over thanks for the positive feedback i will be working on Stage03 from now on after a few tweaks and fixes.

ps. yep of course that is a wonderful sentence you have there and it is true, if you can make content, do it and dont do complaints.

This being made for Reloaded? If so, when can I expect it to be complete? I'm pretty sure we could implement it. Very easy to add locations...

I wouldn't bother adding radiation spots though. You could just use goo that has a step on and receive damage trigger.

Ooooh mighty Corosive !! ... uhm how do i do that now ?


Besides all of that i am starting shortly with Stage03 and give you the first pictures. besides that i have a request  ... HOW THE FU...DGE DO LOCKS WORK i cant get em to work propely which pisses me off badly xD.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: mojuk on June 08, 2016, 06:09:53 pm
As somebody here mentioned radiation is already done for Glow so all you have to do is check Glow map script (map_glow.fos).
It can be added later if needed so you don't even have to worry about it because you can't do this in mapper.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 08, 2016, 06:56:51 pm
As somebody here mentioned radiation is already done for Glow so all you have to do is check Glow map script (map_glow.fos).
It can be added later if needed so you don't even have to worry about it because you can't do this in mapper.

Why yes i took a peek there and in all honesty, i wont add radiation for this dungeon just because i dont know how and i am not that well educated with scripting so yeah ... if i maybe make projects in the future with devs even (who knows one can only dream) i may can get some radiated areas done cause they know how to script that shit :p
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: jarok on June 09, 2016, 02:21:38 pm
Good maps but take another screenshots which could show all area of map.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 13, 2016, 08:07:04 am
Good maps but take another screenshots which could show all area of map.

Certainly not. In that case why should you try to look around on the map and discover new things if everything is presented to you ?

I am aware that many people would like to see more and more of it but in the end i cant just show you every feature, else you wouldnt want to go and check out EVERY area in the Dungeon, yes ;3 ?
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: jarok on June 13, 2016, 07:53:15 pm
The whole point of mapping contest and contribution is show design of maps. If you put one screenshot which shows small part of the map, other people can not give you suggestions. However if you show your work private to developers then it is ok.
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on June 14, 2016, 09:09:39 am
The whole point of mapping contest and contribution is show design of maps. If you put one screenshot which shows small part of the map, other people can not give you suggestions. However if you show your work private to developers then it is ok.

You do realize this is not for the mapping contest, this is my personal project, which i will send the devs when it is done, how they implement it, is their thing
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on January 25, 2017, 04:24:51 am
Look who just started to map again.

This time have a tasty treat and the first look at the 3rd Stage of Hanging Hills ;)

Real life is quite distracting, but i try to come back and finish what i have started.


Cheers, NexusWulf

(http://www2.pic-upload.de/img/32551320/Stage-03-v01.png)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: General Devon Oliver on January 25, 2017, 03:41:45 pm
nice sub level it looks like a subway or sewers, nice work .
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: zekromo on January 25, 2017, 06:24:24 pm
NexusWulf! Where have you been mate?! It is wonderful to see you return and bring with you some more content :) I'm glad you are back, maybe this time you will be trapped in these dark depths  :D Nice addition as always my g
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on January 26, 2017, 03:25:55 pm
NexusWulf! Where have you been mate?! It is wonderful to see you return and bring with you some more content :) I'm glad you are back, maybe this time you will be trapped in these dark depths  :D Nice addition as always my g

Aye cheers man, well i thought why not get started again and finish what i have started ^^
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on February 16, 2017, 11:51:58 am
Hello People, this is a New Chapter, from here on i will actually rebuild Stage01, as i was very unhappy with it, in matter of size and style. so yeah it will be delayed a lil more ! woohoo
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on February 16, 2017, 11:52:12 am
Take a first looker on the new Stage 01 as you can see it will be quite increased size :)

(http://fs5.directupload.net/images/170302/temp/czavvr95.png) (http://www.directupload.net/file/d/4648/czavvr95_png.htm)
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on February 16, 2017, 11:52:22 am
Reserved
Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on February 16, 2017, 11:52:36 am
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Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: NexusWulf on February 16, 2017, 11:52:47 am
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Title: Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
Post by: The Trooper on February 16, 2017, 11:55:48 am
Good luck!  ;D