I have had a series of events that has slowed my project down(graphic card dying, losing internet, and now finals). I have not added fog to this region yet.
Nice pics. It looks like it will be a challenge to play / see anything in that dense foliage... if you leave the mini-map off (not even green / blue / red dots).
Only dots for npcs in towns. I do not like radar for monsters in games. My map and modding content will be far more difficult that retail. And thx for the nice comments .
I found the game way too easy and boring . I will not just make it harder but more fun(at least for me) . I will be grouping monsters by class types to work togeither. Example: one heals, one buffs, one debuffs, some nuke, some are ranged, some are melee. So you will want to go for the healers first(in some cases maybe debuffers or nukers) and so will the monsters. The design goes for the players as well. When a player dies I want them to be able to have a reason they died (such as attacking wrong target first) . There will be choices at the beginning town and later towns for npcs and pets of all class types to aid the player.
Well an example of the lvl of difficulty of one of my monsters is: A pixie who is a lightning mage will nearly kill the player 1 vs 1 (with no pots) except for a lightning mage which dies everytime. Now after that design phase I will have to group them for testing as well as the player group.
Ps: Bosses and sub bosses will not be push overs. In a future project I will figure out a good design to get rid of potions. I need to learn more skrit for that.
Edit: sorry to say i'm ditching this map's design. I was drifting off into a siegelet /sigh .
Looks nice. Did you use random detail settings so that the foliage density could be decreased gradually by the game clients settings? (Just curious... not sure everyone's vid. card could breeze through something like that).
The LODFI? I have not tested it yet. I think I can set it so objects won't render for very low settings. I havn't toyed with it yet so not positive. I'm not sure what the difference is with host and client or the random detail :?: .
I think I can set it so objects won't render for very low settings.
That's what I was talking about when I said "detail settings"... I'm not sure if there is a default value or not, but I know that you can force an object to always be there (regardless of game settings) because that's what I did with the blue carpet in my_test_world... (IIRC I had to set something... LODFI?... to -1 [edit]yes... that's what it was...[/edit]).
My query was if you staggered the settings so that the foliage wouldn't be an "all or nothing" type thing (just curious).
My "client" was not a reference to the MP host / client relationship... but just a way of referring to the gamer's exe. Sorry if I confused... (I'm still used to referring to a program as a client... something left over from my tech. support days I guess).
I may select random objects. I have not had this in mind, since it'd ruin my design. My cpu is old(1.8) and no lag so far while running siege editer and ds2mod. I will see what happens in alpha testing. If there are problems it's easy to fix but tedious. If enough people have issues with it then I will fix. I do have a good graphic card and intend to use it. I'm also predicting most people will be upgrading or buying computers to catch up to technology. The project I want to work on will be pushing limits.
Looking good there.
And I def. know what a stick in the wheel finals can be.
And let's not forget the bad vid. card.
Nice pics. It looks like it will be a challenge to play / see anything in that dense foliage... if you leave the mini-map off (not even green / blue / red dots).
Only dots for npcs in towns. I do not like radar for monsters in games. My map and modding content will be far more difficult that retail. And thx for the nice comments .
I like that you are making it more challenging. DS2 was a bit too easy, even if some oddly enough complained about it beeing to hard.
I found the game way too easy and boring . I will not just make it harder but more fun(at least for me) . I will be grouping monsters by class types to work togeither. Example: one heals, one buffs, one debuffs, some nuke, some are ranged, some are melee. So you will want to go for the healers first(in some cases maybe debuffers or nukers) and so will the monsters. The design goes for the players as well. When a player dies I want them to be able to have a reason they died (such as attacking wrong target first) . There will be choices at the beginning town and later towns for npcs and pets of all class types to aid the player.
Well an example of the lvl of difficulty of one of my monsters is: A pixie who is a lightning mage will nearly kill the player 1 vs 1 (with no pots) except for a lightning mage which dies everytime. Now after that design phase I will have to group them for testing as well as the player group.
Ps: Bosses and sub bosses will not be push overs. In a future project I will figure out a good design to get rid of potions. I need to learn more skrit for that.
Edit: sorry to say i'm ditching this map's design. I was drifting off into a siegelet /sigh .
Started working on a new jungle. I redid the foliage and some nodes.
Looks like the perfect place to get lost.
You should be safe with your trusty compass and besides that's in town(off the path)!
Looks nice. Did you use random detail settings so that the foliage density could be decreased gradually by the game clients settings? (Just curious... not sure everyone's vid. card could breeze through something like that).
The LODFI? I have not tested it yet. I think I can set it so objects won't render for very low settings. I havn't toyed with it yet so not positive. I'm not sure what the difference is with host and client or the random detail :?: .
That's what I was talking about when I said "detail settings"... I'm not sure if there is a default value or not, but I know that you can force an object to always be there (regardless of game settings) because that's what I did with the blue carpet in my_test_world... (IIRC I had to set something... LODFI?... to -1 [edit]yes... that's what it was...[/edit]).
My query was if you staggered the settings so that the foliage wouldn't be an "all or nothing" type thing (just curious).
My "client" was not a reference to the MP host / client relationship... but just a way of referring to the gamer's exe. Sorry if I confused... (I'm still used to referring to a program as a client... something left over from my tech. support days I guess).
I may select random objects. I have not had this in mind, since it'd ruin my design. My cpu is old(1.8) and no lag so far while running siege editer and ds2mod. I will see what happens in alpha testing. If there are problems it's easy to fix but tedious. If enough people have issues with it then I will fix. I do have a good graphic card and intend to use it. I'm also predicting most people will be upgrading or buying computers to catch up to technology. The project I want to work on will be pushing limits.