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Endmap for valriel and gorokh...

Posted: Thu Jun 03, 2004 12:58 pm
by Azriel
Hi.
If i make an endmap for the valriel and gorokh random maps, does anyone has a suggestion ? (i have some ideas yet)
Az.

Posted: Thu Jun 03, 2004 1:58 pm
by Zortan
I brought this up long ago.. What's the purpose of the higher-level TC's any way besides XP?

Would be nice to have a finall boss-monster to fight and maybe some reward to earn.. As is, right now I just do mapinfo to see if I made it to level 30 (or whatever) and word-of-recall (if I go in-in the first place)..

Last level of Dragon Training: Dragon Hatchery.. Mother Dragon.. Leaves good dragon food, but a tough cookie to beat..
Last level of Demon Training: Satan Throne Room.. Satan.. burn in hell!
Last level of Undead Training: Undead Pit.. Couple Bone Drakes or some other fun multi-square undead monster...
Last level of Giants Training: ...Giant Golem under control of the Grand Wizard (bot in the room)..

DOno.. but would be neat to have a goal other than XP.

Posted: Thu Jun 03, 2004 3:03 pm
by Azriel
That's what i think...

Another question : is there any way to deny the access of the endlevel of Valriel to Valriel followers ? (that would make sense, you can't be so much heretic...)

Posted: Thu Jun 03, 2004 6:13 pm
by Zortan
I know Dragon Guild does have the ability to deny non-dragons access.. I wonder how hard it would be to do the same for god?

Any way, how would you stop someone from making a portal and sending their Variel player up to take care of it?

Posted: Fri Jun 04, 2004 12:06 am
by poof
Zortan wrote:I know Dragon Guild does have the ability to deny non-dragons access.. I wonder how hard it would be to do the same for god?
Load the floor with teleporters around where the player appears and check inventory for valriel's light. In case the player got off a dim-door before the trigger then figure the dim-door vectors and put another teleporter at each of those spots. Or force the player to go through a hallway that is damned and denies magic. Put the teleporter and check inventory in the hallway. A match would trigger a message and the teleporter under the player to pop them back one level. I think that would work.

I think I'll make a dummy map on my localhost server just to test this idea.
Zortan wrote:Any way, how would you stop someone from making a portal and sending their Variel player up to take care of it?
That is a tougher problem. I think one would pretty much have to load the whole floor with teleporters and inventory check in that case. Probably not that big a deal with a copy - paste in the map editor. Not sure what that would do to the CPU load if a party of players were running around on the map though. Also, not sure if that would also catch Valriel's minions as well as players. Hmmm, it really needs testing.

Posted: Fri Jun 04, 2004 2:58 am
by Zortan
But why go to such extent to deny player access? Dragon guild I understand, and I understand what Azriel was trying to accomplish, but maybe it's an overkill for a kill-map.. That would require balancing other gods as well.. No Gaea follower could kill animals, no devourer could kill undead (or at least enter maps where such creatures resided)..

.......

Posted: Fri Jun 04, 2004 6:11 am
by Matin
Zortan wrote: (or at least enter maps where such creatures resided)..

.......
I don't agree with that one =( If someone is devourer's he's buddy-buddy with them I think.Or he should be at least.So they wouldn't lock him.Maybe just making if someone is a follower of a God all the God's races are marked friendly?And if you kill one ,dunno, you maybe get punished or so.

Posted: Fri Jun 04, 2004 2:21 pm
by Azriel
poof wrote: Load the floor with teleporters around where the player appears and check inventory for valriel's light. In case the player got off a dim-door before the trigger then figure the dim-door vectors and put another teleporter at each of those spots. Or force the player to go through a hallway that is damned and denies magic. Put the teleporter and check inventory in the hallway. A match would trigger a message and the teleporter under the player to pop them back one level. I think that would work.
Can this be done for all gods ? I mean, have an inventory checker that checks your god. I thought of hacking something based on consecrate or summon avatar (a spell with an effect that depends on the god you worship). I tried it and it worked.

To force players to redo the 99 levels before reaching the endmap, i thought of having everything no-magic (but not damned, of course). It would obviously be better if we could only deny town portal on a map, but well...

Last thing : a reward should be needed, but not too great. I think very usefull items (like Fire God girdle, or something like that) should need both big monsters and some kind of questing, and i don't think that doing 99 levels killing angels could be considered as a quest... Maybe a holy symbol with attunements, or little bonuses ? Or a huge collection of prayers... I don't know exactly...


Az

Posted: Sat Jun 05, 2004 3:01 am
by Leaf
Somebdy on IRC mentioned:

Oh, and the proposed no_final_exit for random maps can almost be done without code. At least you can simulate two random maps leading to the same final map. All it takes is an intermediate map with a one way exit.

<-exits-> map1 -exit-> final AND random2 <-exits-> map2 -exit-> final