Apocalyptic New Sosaria 'expansion'

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Eclips
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Re: Apocalyptic New Sosaria 'expansion'

Post by Eclips »

1[WoWz] wrote:
eggmceye wrote:I think be wary of mixing this up too much with EftV - we can lift anything we want from EftV but I don't think this world was created by a global nuclear disaster. So bunkers and radiation are probably not appropriate. Muskets maybe revived though.

I wonder if this could be tied in with necromancy?
Yeah, I agree about that this shouldn't be about a global nuclear disaster.

Talking about the void made me think that void creatures invaded New Sosaria and reduced it to ruins (IE apocalyptic), thus creating the factions of voidlings/void creatures and survivors/soldiers. A third faction of necromancers could be created too?

If requested, I could come up with some stats for a few different type of hostile necromancers.
I think necromancers tie in perfectly. Think how many bodies and spirits there would be to interact with in a post apocalyptic map.

Map Idea - Tower Under Siege
Tower that houses the essences of the Virtues and helps broadcast them throughout the world. Tower has puzzles and tasks relevant to each virtue in order to progress to the top. I like the idea of the estorrath quest tying in, and I think I know how I could tie it in to the map.

Phase 1 - Tower Under Siege
Enter tower and find it partially under ruin. Mob's highly variable with level of tower. Most puzzles/tasks are disabled/destroyed. Fairly typical grindfest to the end. Boss is weakened keeper of the tower/virtues. See monster responsible for the attack, a Void Monster trying to open up the world to the Void. Monster get's away, no boss fight this

Phase 2 - Tower of Discord
Teleported to new version of the tower. Tower colors/decor/mobs have all changed. Virtues are all switched to Vices. Puzzles are all active, but correspond to Vices. Void monster from first map is the boss. Exiting the map leads to apocalyptic new sosaria

Phase 2 - Tower of Harmony
Tower is restored to original theme, but not in ruins. Puzzles all active. Boss at end is buffed version of the first boss offers temporary buffs instead of drops. Completing tower allows you to choose between two buffs. Champion of Harmony/Champion of Discord Leaving tower returns you to new sosaria.
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LordMortiferus
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Re: Apocalyptic New Sosaria 'expansion'

Post by LordMortiferus »

Just put a script together for converting normal maps into apocalyptic maps. Below is an example for mino halls. Have to tweak the script a bit but basically fast conversions are possible and the outcome looks not to bad in most cases.
Minohalls.png
Edit: undertiles might be a problem... and I am not sure about off-map tiles.
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Last edited by LordMortiferus on Mon Mar 10, 2014 4:21 am, edited 1 time in total.
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Re: Apocalyptic New Sosaria 'expansion'

Post by Djanno »

Genius^^^^
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Keighn
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Re: Apocalyptic New Sosaria 'expansion'

Post by Keighn »

New mechanics:
Damaging--Breaking furniture/walls/etc
Moving furniture via pushing/pulling boulders/rocks
searching said places for random things
Random events that happen in any map (void beasts have sniffed you out... xxx has found you... huge explosions from xxx)
Prison - you can actually be put into prison or forced to work in a mine as a slave
Time limit to get out of some maps (like a volcano or something) or else you die or take massive damage each bit).
magical void radiation
underwater exploration
cloud/sky exploration
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Re: Apocalyptic New Sosaria 'expansion'

Post by Onyxt »

LordMortiferus wrote:Just put a script together for converting normal maps into apocalyptic maps. Below is an example for mino halls. Have to tweak the script a bit but basically fast conversions are possible and the outcome looks not to bad in most cases.
Minohalls.png
Edit: undertiles might be a problem... and I am not sure about off-map tiles.
I love it, and mino halls/the pit is one of my favorite maps. This apocalypse needs to be a thing already.
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Re: Apocalyptic New Sosaria 'expansion'

Post by Mackey »

Possibly unkillable 4x4 mob floating around the continent
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Re: Apocalyptic New Sosaria 'expansion'

Post by eggmceye »

Keighn wrote:void radiation
hah, now you've done it

dear everyone,
i) refrain if you can about speculating how to get there because I think I already know how
ii) about estorrath: again, hands off. I need to hurry up and and publish my book about him ... actually if anyone wants to read it email me - it's only 150p or so. LM read it (indeed he edited it) :geek: Estorrath isn't that bad a guy, is he ? :whistle: viewtopic.php?f=3&t=4217&hilit=cooking+adventures
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Re: Apocalyptic New Sosaria 'expansion'

Post by Keighn »

Always glad to throw an idea to fan the sparks of imagination.

Who knows, maybe there's a quest to find or build a special Geiger counter? Which makes me wonder if anyone has messed with lua and the automap to detect simple things like other mobs, npcs, etc. Could come in handy for making a Geiger counter work. Then again it could just warn you in text. Radiation effects? Well I'll let someone come up with a few ideas but some of these come to mind:

blindness
disorientation (you walk random direction)
sickness
vomiting
random bleeding
disease
poison
OBE - out of body experience.. hah I'd actually love to see that where you're a ghost floating around but can't do anything but float.... body is very vulnerable.
I'd say dependant on the severity and even then some randomness. Curing should be difficult but not impossible.
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Re: Apocalyptic New Sosaria 'expansion'

Post by Onyxt »

Is there a expected date for this to come out?
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Re: Apocalyptic New Sosaria 'expansion'

Post by eggmceye »

no but I would be happy to release it in stages - for example, if the east 1/2 was done and the method for getting there was complete then that could be uploaded
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Re: Apocalyptic New Sosaria 'expansion'

Post by Eclips »

When you say that you have to progress through it linearly, are you going to be able to skip all the other maps on the way if you just wanted to hunt the last map?

How long do you think it will take to progress through to the end of the world map?

Will there be check marks for you to return to at will?
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Re: Apocalyptic New Sosaria 'expansion'

Post by LordMortiferus »

I expanded my script for map conversion a bit and tweaked it a bit for the better or worse. As Ched pointed out the tombstones, mounts and path tiles with green grass looked a bit out of place on the otherwise brown map. I converted the paths to sand tiles. Furthermore, 10% of the original grass tiles are not converted to dirt so that tombstones and mounts might fit better into the scenery - same goes for tiles with grass undertiles, which cannot be changed by script afaik.
minohall.png
Additional changes are the the addition of blood and moss onto walls, etc.
I think I am done with that script (random numbers aside) - so here it is:

Code: Select all

-- Apocalyptic script by LordMortiferus 2014/07/21
-- Existing maps can be turned into a waste land

-- enter the maplevel within the function name
function load_map_054(lvl, load_on_the_fly)

	local tile_groups = {
	[11]="grass",[12]="grass",[46]="grass",[13]="grass",[14]="grass",[214]="grass",
	[128]="water",[129]="water",[130]="water",[131]="water",[132]="water",
	[133]="water",[134]="water",[135]="water",[136]="water",[137]="water",
	[138]="water",[139]="water",[140]="water",[141]="water",[142]="water",
	[143]="water",[197]="water",[198]="water",[126]="water",[249]="water",
	[031]="long_grass", [116]="rocks",[44]="scrub",[199]="foothill",[200]="foothill",
	[255]="column",[167]="column",[169]="column",[111]="column",
	[254]="floor",[166]="floor",[168]="floor",[95]="floor",[151]="floor",
	[152]="floor",[153]="floor",[154]="floor",[155]="floor",[229]="floor",
	[23]="floor",[92]="floor",[22]="floor",[19]="floor",[20]="floor",
	[213]="floor",[222]="floor",[54]="floor",[40]="floor",[16]="floor",[15]="floor",
	[37]="black_wall",[58]="black_door",
	[124]="grey_wall",[177]="grey_door",
	[119]="brown_wall",[179]="brown_door",
	[64]="forest",[115]="tree",[226]="tree",
	[76]="path",[77]="path",[80]="path",[112]="path",[121]="path",[41]="path",[175]="path"
	}

	local moss_blood_support = { 
	[101]="mb",[219]="mb",[91]="mb",[93]="mb",
	[146]="mb",[178]="mb",[148]="mb",[147]="mb",
	[35]="mb",[180]="mb",[123]="mb",[125]="mb",
	[124]="mb",[177]="mb",[145]="mb",[144]="mb",
	[170]="mb",[127]="mb",[174]="mb",[172]="mb",
	[37]="mb",[58]="mb",[59]="mb",[257]="mb",
	[119]="mb",[179]="mb",[171]="mb",[216]="mb",[262]="mb",
	[78]="mb",[96]="mb",[228]="mb",[30]="mb",
	[113]="mb",[181]="mb",[28]="mb",[29]="mb",
	[150]="mb",[217]="mb", -- grey stone wall
	[149]="mb",[218]="mb", -- brown stone wall
	[17]="mb",[260]="mb", -- black stone wall
	[110]="mb",[109]="mb", -- doors
	[262]="mb", -- tombstone
	[267]="mb",[264]="mb",[108]="mb",[122]="mb",[99]="mb",[118]="mb",[98]="mb", -- signs
	[75]="mb",[194]="mb",[227]="mb",[231]="mb",[232]="mb",[250]="mb",[253]="mb", -- signs
	[165]="mb",[71]="mb",[193]="mb",[72]="mb",[81]="mb" -- furnitures (drawers, bookcase, cupboard)
	}
	
	local random_dirt = {42,33,36,176,39} -- 032 is separate 
    	
	map=get_map_ptr(lvl)
	
	-- iteration over all tiles in the map:
	for yy = 0, map:get_max_y()-1 do
		for xx = 0, map:get_max_x()-1 do
			local t = map:get_tile(xx,yy)
			-- grass tiles are switched to various dirt tiles at random
			if (tile_groups[t] == "grass" and int_rand(10) ~= 1)
			 or (tile_groups[t] == "floor" and int_rand(5) == 1) then
				if int_rand(5) == 1 then
					map:set_tile(xx,yy,get_random_element(random_dirt))
				else
					map:set_tile(xx,yy,32) -- dirt
				end
			 -- water into lava
			elseif tile_groups[t] == "water" then
				map:set_tile(xx,yy,220) -- lave
			 -- long grass into dirt with grass
			elseif tile_groups[t] == "long_grass" and int_rand(10) ~= 1 then
				map:set_tile(xx,yy,39) -- long grass with dirt
			 -- some rocks with grass into some rocks with dirt
			elseif tile_groups[t] == "rocks" and int_rand(10) ~= 1 then
				map:set_tile(xx,yy,114) -- rocks with dirt
			 -- scrub into swamp
			elseif tile_groups[t] == "scrub" and int_rand(10) ~= 1 then
				map:set_tile(xx,yy,43) -- swamp
			 -- foothills with grass into plain foothills
			elseif tile_groups[t] == "foothill" then
				map:set_tile(xx,yy,47) -- foothill
			 -- columms into some rocks with dirt at random
			elseif tile_groups[t] == "column" and int_rand(5) == 1 then
				map:set_tile(xx,yy,114) -- rocks with dirt
			 -- black stone walls into black rock walls, at random
			elseif tile_groups[t] == "black_wall" and int_rand(5) == 1 then
				map:set_tile(xx,yy,17) 
			 -- black stone walls with secret door into black rock walls with secret door, at random
			elseif tile_groups[t] == "black_door" and int_rand(5) == 1 then
				map:set_tile(xx,yy,260) 
		 	 -- grey stone walls into grey rock walls, at random
			elseif tile_groups[t] == "grey_wall" and int_rand(5) == 1 then
				map:set_tile(xx,yy,150)
			 -- grey stone walls with secret door into grey rock walls with secret door, at random
			elseif tile_groups[t] == "grey_door" and int_rand(5) == 1 then
				map:set_tile(xx,yy,217)
			 -- brown stone walls into brown rock walls, at random
			elseif tile_groups[t] == "brown_wall" and int_rand(5) == 1 then
				map:set_tile(xx,yy,149)
			 -- brown stone walls with secret door into brown rock walls with secret door, at random
			elseif tile_groups[t] == "brown_door" and int_rand(5) == 1 then
				map:set_tile(xx,yy,218)
			
			 -- forest into forest with snow
			 --elseif tile_groups[map:get_tile(xx,yy)] == "forest" then
			 --map:set_tile(xx,yy,238) -- forest with snow
			
			 -- change a single tree into a dead tree, unless the tree is completly surrounded
			 -- by trees or is at the edge of the map, then it the tile is converted
			 -- into endless darkness and snc-fea is placed over it. This allows for 
			 -- reduced line of sight (atmosphere)
			elseif tile_groups[t] == "tree" or t == 53 then
				local tree_density = 0
				for yyy = yy-1, yy+1 do
					for xxx = xx-1, xx+1 do
						if map:get_tile(xxx,yyy) == 115 -- tree
						 or map:get_tile(xxx,yyy) == 226 -- tree
						 or map:get_tile(xxx,yyy) == 53 -- dead tree
						 or	map:get_tile(xxx,yyy) == 221 -- endless darkness
						 or xxx < 0 or xxx > map:get_max_x()
						 or yyy < 0 or yyy > map:get_max_y() then
							tree_density = tree_density + 1
						end
					end
				end
				if tree_density == 9 then
					map:set_tile(xx,yy,221) -- endless darkness
					map:del_feat(xx,yy) 
					map:add_feat(xx,yy,12) -- snc-fea
				else
					map:set_tile(xx,yy,53) -- dead tree
				end
			-- paths into sand tiles
			elseif tile_groups[t] == "path" then
				map:set_tile(xx,yy,45) -- sand tile
			end
			-- exchange waterfalls with lava falls and add trp-fea
			local i = map:get_item_code(xx,yy)
			if i == Item(0x0000012e) then
				map:destroy_pile(xx,yy) 
				map:add_item(xx,yy,1,Item(0x00000459)) -- lavafall
				map:del_feat(xx,yy-1) -- just in case
				map:add_feat(xx,yy-1,15,0,xx,yy+1) --trd-fea
				map:set_feat_text(xx,yy-1,"F-A-L-L-S!!!")
				map:set_as_furniture(xx,yy)
			-- change 50% of lighted braziers to unlit braziers
			elseif i == Item(0x0000010e) and int_rand(2) == 1 then
				map:set_item_code(xx,yy,Item(0x0000051e)) -- unlit brazier
				map:set_as_furniture(xx,yy)
			end
			-- adds moss and blood on walls that are visible
			if moss_blood_support[t] == "mb" and map:get_item_qty(xx,yy) == 0 then
				local wall_density = 0
				for yyy = yy-1, yy+1 do
					for xxx = xx-1, xx+1 do
						if moss_blood_support[map:get_tile(xxx,yyy)] == "mb"
						 or xxx < 0 or xxx > map:get_max_x()
						 or yyy < 0 or yyy > map:get_max_y() then
							wall_density = wall_density + 1
						end
					end
				end
				if wall_density ~= 9 and int_rand(3) == 1 then
					if int_rand(3) == 1 then -- add more moss than blood
						map:add_item(xx,yy,1,Item(0x5d0)) -- blood
						map:set_as_furniture(xx,yy)
					else
						map:add_item(xx,yy,1,Item(0x5d1)) -- moss
						map:set_as_furniture(xx,yy)
					end
				end
			end
		end
	end
end
EDIT: Had to fix an argument in the if statement to place blood and moss items. And thanks for all the positive feedback!
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Last edited by LordMortiferus on Tue Jul 22, 2014 5:45 am, edited 2 times in total.
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Re: Apocalyptic New Sosaria 'expansion'

Post by 1[WoWz] »

LordMortiferus wrote:I expanded my script for map conversion a bit and tweaked it a bit for the better or worse.
Yes I noticed the graves and tombs only had grass as well, but keeping 10% of the grass sounds perfect. From the screenshot above this looks great. I plan on using this script on almost all of the New Sosaria dungeons to see which ones look best converted. If you already tested a few of them out, let me know. :)

Thanks for all your hard work Lord M.!



Idea for 3 random cave maps that connect the west part of the apoc. continent to the east by going under the ocean:
Western Caves (cave near where lighthouse is/was, full of dragons or void creatures) connects to...
Deep Caves (cave full of daemons and balrons or void creatures) connects to...
Eastern Caves (cave near where desert tower is/was, full of dragons or void creatures)

Idea for 3 random dungeon maps that connect the south part of the apoc. continent to the north by going under the ocean:
Southern Chambers (dungeon near where kingswood is/was, full of shadows or voidlings) connects to...
Deep Chambers (dungeon full of bloods or voidlings) connects to...
Northern Chambers (dungeon near where Cammerata is/was, full of shadows or voidlings)
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Re: Apocalyptic New Sosaria 'expansion'

Post by Thedirtyking »

What about no atmosphere so the sun rays are stronger and do more damage to vamp every so often in some areas n random dark areas to hind ;) could be more balanced tho for time maybe 60/40 day night
Mounts that fly could go up into a new map in the sky that is full of hybrid skeleton dragon mix colors or new hybrid wyvrns so it's hard to fly around and or get to fly around n fight in the sky
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Re: Apocalyptic New Sosaria 'expansion'

Post by TheOneGuy »

I want my choices in combat to have bigger effect on the outcome. New monster types with the introduction of the void could do that. You could have a lot more versatility in monster kits with the void monsters due to high level range of people fighting them. Some monster ideas off the top of my head.

Void Defiler's(maybe Necro instead?)
The main change would be on the spells! I would love to see void casters be disablers focusing on the enemy group over one person.
* AOE blindness spell so that players can not see who is where.
* a Madness ability that makes you confuse your allies for enemy's(Basically the icons for allies become a random void creature icon and the loose there name and hp is treated like that of a void monster to the person effected when really they are hitting their friend for full damage!)
* Switch teleport ! The caster takes and switches the closest player and a random enemy mob other than him self at start of fight, Also when threatened by melee the could use it to escape!
* also throw in Kill because XC ... Or necro ability to lock you down and drain you would work even better!
* could have a ranged clone targeting enemy mobs instead of players

Void Rouge/Assassin
*Basically enemy that stealths and back stabs you for a ton of damage at the start of the fight then dps's (DPSes?) you like rouges do!
*maybe invis when you are close to killing and back stab again Or explode on death or spawn smaller monsters(voidlings)

Void Dread naught (or something basically a tank)
* give the mob tank the ability to reduce all damage to other mobs by 50-75% or some such (NPC taunt pretty much)
* after that tank stance with a shield Or have crazy vamp so they live longer. Or when he dies he heals all enemy mobs and damages players?

Some sort of Void Lord (maybe a void hydra to switch things up LAUGHING OUT LOUD LIKE A MORON)
*summons weaker void creatures(not voidlings)
*casts crazy powerful spells(XC,Sleep wind,IJO on mages, Clone on him self)

Voidlings!
It could be fun to have void monsters summon little voidlings to make your fight more difficult after they die!
*1-3 could spawn after you kill a void creature.
*If you have 5 or more on the screen they will do a 2-3 second channel and then sacrifice themselves to summon a random void monster! Killing one would stop the summon.

Thats the sum of my monster thoughts. Except maybe some more classes like a captain or void support mage, weaker than lord but a still badass.
all i want is a test server for maped then ill be happy ...
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Re: Apocalyptic New Sosaria 'expansion'

Post by LordMortiferus »

@1: please reserve lvl 260 to 263 for me in your list for Town of Lost Souls. Gonna start setting features later today.
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Re: Apocalyptic New Sosaria 'expansion'

Post by 1[WoWz] »

LordMortiferus wrote:@1: please reserve lvl 260 to 263 for me in your list for Town of Lost Souls. Gonna start setting features later today.
Done!
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Re: Apocalyptic New Sosaria 'expansion'

Post by eggmceye »

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Re: Apocalyptic New Sosaria 'expansion'

Post by Keighn »

That's some interesting ideas. I look forward to see how this progresses by mid september. (hopefully I don't jones too much from lack of internet in my luddite oregon home-but for now I'll "NET" it til june).
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Re: Apocalyptic New Sosaria 'expansion'

Post by Thane »

If this is like an evil-opposite world of New Sosaria, can the Dwarven underground city be restored ? Since the surface is kind of wiped, the cities must be gone, so the underground dwarf city would be used once again ! C'mooon it makes sense !
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