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ID Category Severity Reproducibility Date Submitted Last Update
0004774 [DCSS] Upload: Maps and Vaults feature N/A 2011-10-19 02:54 2012-01-10 04:49
Reporter evilmike View Status public  
Assigned To dpeg
Priority normal Resolution done  
Status closed   Product Branch 0.10 ancient branch
Summary 0004774: New geh:7 map
Description Probably needs some balancing, although the map is quite playable. It would be good to get feedback on this.

This one is very different from the other two geh:7 maps. The theme is a fortress on a sea of lava, made of six buildings, connected with "bridges". You start inside the actual fortress: the only way to get "outside" is to dig certain weak spots or use shatter/lrd. The only part that digging works on are the grates on the bridges (if they show up). You can make shortcuts this way... I don't know yet if this is a good thing, so I've made it so there's a 2/3 chance of having undiggable glass instead.

The size of the map is small enough that it can be fully rotated. The starting area is also completely symmetrical. Because of this, you won't know which way to go at first. Magic mapping helps.

There are two places the rune/boss can show up. One side gets the rune, the other side gets good loot.

I've made fairly extensive use of tiles and colours (especially tiles).
Additional Information
Tags No tags attached.
Attached Files txt file icon evilmike geh v4.txt [^] (6,025 bytes) 2011-10-26 01:01 [Show Content]

- Relationships

-  Notes
(0015295)
evilmike (developer)
2011-10-19 06:31

One thing I just noticed. While this map is designed with random rotation in mind, geh_setup causes the map to be tagged with no_rotate. This should be removed from the geh_setup function. The other two geh maps can be tagged no_rotate the normal way.
(0015296)
evilmike (developer)
2011-10-19 07:06

I've reuploaded this with some changes made thanks to feedback. Efreets are now a bit less common, the rune-containing buildings have thicker walls (metal in some parts) to make it harder to use LRD to get into them. This makes the map a little bit uglier but harder to ninja.

Something I haven't fixed: the portals can be replaced by mimics! When I was testing this, I noticed a portal somehow got placed in a random part of the vault. This happened because one of the 3 normal portals was transformed into a mimic. This is either a bug or a really bad feature, I'm not sure.
(0015313)
evktalo (administrator)
2011-10-20 16:05

You can use "no_mimic" with KFEAT to fix the portal mimics.

I committed the geh_setup/no_rotate change.

--Eino
(0015550)
evilmike (developer)
2011-10-26 01:01

I changed the fiends to brimstone fiends, since they were renamed. Sorry for reuploading this four times, I can't delete files!
(0015591)
dpeg (administrator)
2011-10-29 01:20

Awesome!

- Issue History
Date Modified Username Field Change
2011-10-19 02:54 evilmike New Issue
2011-10-19 02:54 evilmike File Added: evilmike_geh.txt
2011-10-19 06:31 evilmike Note Added: 0015295
2011-10-19 07:03 evilmike File Added: evilmike_geh_v2.txt
2011-10-19 07:06 evilmike Note Added: 0015296
2011-10-19 07:17 evilmike File Added: evilmike_geh_v3.txt
2011-10-20 16:05 evktalo Note Added: 0015313
2011-10-21 03:24 dpeg Status new => assigned
2011-10-21 03:24 dpeg Assigned To => dpeg
2011-10-26 01:01 evilmike File Added: evilmike geh v4.txt
2011-10-26 01:01 evilmike Note Added: 0015550
2011-10-28 00:41 evilmike File Deleted: evilmike_geh.txt
2011-10-28 00:41 evilmike File Deleted: evilmike_geh_v2.txt
2011-10-28 00:41 evilmike File Deleted: evilmike_geh_v3.txt
2011-10-29 01:20 dpeg Note Added: 0015591
2011-10-29 01:20 dpeg Status assigned => resolved
2011-10-29 01:20 dpeg Fixed in Branch => 0.10 development branch
2011-10-29 01:20 dpeg Resolution open => done
2012-01-10 04:49 evilmike Status resolved => closed


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