Carnival Carnage - Map DevLog

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Re: Carnival Carnage - Map DevLog

Postby 1[WoWz] » Fri May 15, 2015 4:42 am

LordMortiferus wrote:Edit2: any suggestions as to the stuff that shall be whacked ?


The first thing that jumps to mind are corpsers (pretty sure that's their name) since they're the only mob that I can think of that looks like it's half in the ground.
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Re: Carnival Carnage - Map DevLog

Postby Bugbo » Fri May 15, 2015 6:22 am

1[WoWz] wrote:
LordMortiferus wrote:Edit2: any suggestions as to the stuff that shall be whacked ?


The first thing that jumps to mind are corpsers (pretty sure that's their name) since they're the only mob that I can think of that looks like it's half in the ground.


Sandtraps could work also in that regard.
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Sun May 17, 2015 1:41 am

Yeah those two mobs are good - though I think it does not have to be restricted by the animation. Using hole in the ground maptiles anything could pop-up in there. I have a reference loosely based on Monty Python and the Holy Grail in mind atm or Sam & Max's Wak-a-Rat.

Also there will be an homage to Doom 2 - not gonna spoil this one.

I managed a half decent animation for the merry-go-around. It will will be one big boss with its "heart" in the middle and the various rides being its extremities, which you have to kill first - or something along those lines anyway.

Also, I created an avatar for a drowning person using hybrids of a beggar sprite and a waterfall sprite. That will be for the pirate themed stuff, e.g. walking the plank.
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Thu Jul 16, 2015 4:41 am

Summertime is a time to be lazy - well babysitting, working and watching Star Trek TOS do not leave much time to work on the map.

I got a video from somthing I did months ago - but it is better than nothing. Here is an evil Merry-go-Around:
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Re: Carnival Carnage - Map DevLog

Postby Djanno » Fri Jul 17, 2015 12:09 am

SO COOL!!!
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Re: Carnival Carnage - Map DevLog

Postby 1[WoWz] » Sat Jul 18, 2015 7:44 am

Wow Lord M., that merry go round actually looks really good. I think it would make an awesome boss fight if each side got a ranged attack.
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Sat Feb 10, 2018 6:16 am

I just visited the carnival and was surprised how far I got with the the map....
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Tue Feb 13, 2018 1:46 am

I will work on the map for the next week at least while my family is on a trip . However, I need help with monster designs, especially stats. Or I can just place some random hardcoded monsters and call it a day. But I think some unique monster designs are more fun and offer new possibilities.

If you think you can help me please contact via pm or post below.

Here is an example of what unique creatures are possible with a bit of hacking.
The Bloody Snowman:
Image
The image quality sure is ugly.

Of course that does not mean I will finish this map, but maybe we get there in time.
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Tue Feb 13, 2018 2:06 am

Or actually everyone is free to post their ideas just here.
At the moment I need ideas for:
Pirates (stats, weapons, specials)
Snowman (stats, weapons, specials)
Mummies (stats, specials)
Drunken Dwarfs (stats, specials)
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Re: Carnival Carnage - Map DevLog

Postby EmoMage » Tue Feb 13, 2018 3:05 am

edited
Last edited by EmoMage on Tue Feb 20, 2018 3:33 am, edited 1 time in total.
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Carnival Carnage - Map DevLog

Postby EmoMage » Tue Feb 13, 2018 3:07 am

dbl post. i just realized that i never made those in 16x16.... that's probably gonna be an issue for someone out there. I don't know why there even still is a 16x16. i think 32x32 should be mandatory.
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Tue Feb 13, 2018 3:17 am

Those are nice.
Unless Max adds any new creatures sprites I have to take what is already in game and hack those monster codes to combine any monster with another monster or an item. Here are more examples of hacked monster avatars that are possible with the current game data.
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Re: Carnival Carnage - Map DevLog

Postby EmoMage » Tue Feb 13, 2018 3:23 am

Ohhhh. I understand now, my bad. X-D
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Wed Feb 14, 2018 4:18 am

No one here who wants to help out with the mobs?

What about bosses? Anyone has some ideas for a giant evil bunny?

What I need is:
HP, Intel, Mana, ArmorClass, THAC0, Damage Dice, Damage Sides (xdy), MR, Speed, Sight, Moral, Treassure, XP
Spells, Special Attacks (both do not have to be hardcoded, if you have ideas for new stuff I can try and implement those with LUA)
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Re: Carnival Carnage - Map DevLog

Postby Keighn » Wed Feb 14, 2018 5:20 am

What's the level difficulty if this map from a newbs pov? Where was this going to be located? Guess i should look at OP.
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Wed Feb 14, 2018 6:18 am

Hi Keighn,
Design-wise it would fit best into Apoc Sosaria imo. Difficulty about shadow to blood mobs. There is always the possibility to add a heroic instance for example.
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Re: Carnival Carnage - Map DevLog

Postby EmoMage » Wed Feb 14, 2018 6:47 am

LordMortiferus wrote:No one here who wants to help out with the mobs?


i want to, my creativity is working. I just haven't came up with anything yet. :P

I'll be working on this as well as the tedious task of working on the tiles too, getting rid of a lot of the extra black that's not needed and just cleaning up. it annoys me. but by doing that, i'm getting up close and personal with all of the creatures and shiz. so maybe i'll have a better idea. haha
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Wed Apr 04, 2018 12:34 am

I decided to take the simple route. Instead of creating new monsters with new stats etc. I am using stock mobs and use different avatars if needed and maybe change spells. That way it is easier to implement heroic/epic versions of the map. I have the feeling the way I did epic/heroic mobs in ToLS is broken in some rare cases.
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Thu Apr 19, 2018 3:58 am

Just added flaming trees to the lightning script I showcased elsewhere. So yeah I am till working like 10 minutes a day on the map and having fun with stuff that is not game-play relevant :D
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Re: Carnival Carnage - Map DevLog

Postby LordMortiferus » Wed Apr 25, 2018 10:15 pm

While I am still not able to figure out how to make a good "house of horrors" with maped and lua, other parts of the map evolve into something ... well different - I would even dare to say I boldly go where no man has gone before with maped... for the better or worse that has to be seen.
It is flawed and it is totally out of tone with the rest of the map - well my mood, style and preference changed the last couple of years since I started the map, so what do you expect XD
I am sorry it takes so long and still won't be finished anytime soon, though I started to simplify things or started to drop ideas. From time to time new ideas rise from my chaotic, which I just have to implement into the map.
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