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#1 2007-03-10 02:40:46

Fury IX
Member
Registered: 2007-02-02
Posts: 55

Story

So I have cleaned up the mesh alot and am ready to think about how this will play out. The main goal will be to recover the halls from the enemy necromancer. Along the way there is lots of treasure to pick up, which will enable us to face the end boss and kill him.

Im thinking to make it a more linear style map, we would start out say in the lower right hallway, and head into the crypt room complex there to fight some myrms, vet up a bit, and destroy an agorlox miniboss at the end. Then we would be able to exit and head into the lower left to fight some more myrms, have a quick minibattle with the summoner, and he could tele us into the prison in the NE or if we escape him we would head straight into the NW orc complex and fight many agorloxs and orcs to get the key to the center room and the final battle.
So you would be free to head in any direction you wanted and explore, but if you don't follow the story you have a much tougher time at it. It would be like three mini levels in one, after each one you are gradually more powerful (and so is enemy).

I think its looking really good, im trying to think of some more puzzles and stuff (im a huge snes RPG fan...), and im putting off having to balance all the monsters health and attacks. If I don't see you this weekend I will upload it on sunday before heading back to school and you can check it out.

http://hl.udogs.net/files/Uploads/--MYTH%20RELATED%20UPLOADS/Myth%202%20Map%20Uploads/Fury%20IX%20Map%20uploads/HeroesCmap34.gif

Red is our route and green is possible teleports

Last edited by Fury IX (2007-03-10 03:16:42)

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#2 2007-03-11 19:49:31

Fury IX
Member
Registered: 2007-02-02
Posts: 55

Re: Story

HQTestv11.zip

I tried my hardest, I think it would be impossible for me to accuratly portray the board game play, so I just made this. I have done a few practice scripts, but I think I am ready to really script it soon.

By us at the start there is a pile of small artifacts that are randomly in the treasure chests; fireballs, roots, cleavers, etc. Bigger treasures are in the rooms. I moved the store for the dwarf into the sw rooms, and made a hidden treasure room there too.

One major change im thinking of is to remove the warlock mana heal and maybe give the berserk a tinderbox that he would use to light a small fire. The arc could find heal arrows (or just roots), and all freindly troops would gain health by standing near the fire, and maybe the evil dogs would be freaked out by it and scatter. Just an idea, i'll keep thinking about it

Im done for week 6, i'll get back on it next weekend...

Last edited by Fury IX (2007-03-11 19:58:05)

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#3 2007-07-19 10:35:18

Fury IX
Member
Registered: 2007-02-02
Posts: 55

Re: Story

Im trying to finish up my latest project, "Thorncastle" which is vaguely tsgish with 3 new cmaps. But while im in the final stages of that, I think I want to get back in and work on this. I will probably (unless I get some ideas) leave it largely as it is, just script it, and add a few more monster types.

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#4 2007-07-19 15:40:27

tarouszars
Administrator
Registered: 2006-06-22
Posts: 87
Website

Re: Story

Awesome!


"Look! I ken the words - now get moving!"

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