Author Topic: Maps todo (for 1.1)  (Read 10680 times)

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #45 on: September 09, 2008, 08:08:17 pm »
So I tried to tackle the reptite cave and I have to say, caves are a bitch, except for the Beast Cave, because it has those green vines. Anyway here is a rough map of it, and honestly I dunno how much better I could make it look. If you don't mind having to do some fixes to the maps Z, then that's cool. OR I was thinking I could you the Algetty/Beast cave tileset, which would allow me to have the green vines, but I leave that decision up to you Z :) Anyway here is the first part of Reptite Cave so far.

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Zakyrus

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Re: Maps todo (for 1.1)
« Reply #46 on: September 10, 2008, 12:22:46 pm »
Totally Dibs-ing the goblins fort! :x  (Sorry DK, I will have way to much fun..)  Probably going to use the cathedral, spikes and traps and sliding stairs OH MY! :D  :lol:   People will hate me for this map  :(

That's what I want to hear!  Make 'em hate us.  :D
(People are REALLY going to hate me for the EVIL puzzles I'm added, especially the one in the Black Omen)   :P

So here is what I have as far as a cliff face the party must scale to get to Dactyl Summit. It's nothing to flashy, but you only go there once and it was never that interesting in the first place lol. I figured for battles have some flying enemies swoop in or something? Only problem right now is none of the exits work for me, dunno whats up with that.

Also fixed up Beast Cave a bit, as far as going through it, it works fine :)

Hey, pretty nice there so far...maybe a few more ledges here and there and I'll make some falling rocks (ala Legend of Zelda Style) ...only these rocks will knock you down a "floor" or so. Mwa ha ha ha ha ha ha!  :twisted:

So I tried to tackle the reptite cave and I have to say, caves are a bitch, except for the Beast Cave, because it has those green vines. Anyway here is a rough map of it, and honestly I dunno how much better I could make it look. If you don't mind having to do some fixes to the maps Z, then that's cool. OR I was thinking I could you the Algetty/Beast cave tileset, which would allow me to have the green vines, but I leave that decision up to you Z :) Anyway here is the first part of Reptite Cave so far.

Cave maps? Oh yeah, they suck alright.  :x
I was going to mention using the green vine tileset before, I must've spaced that out -- too many all nighters of TemporalFlux work, haha. Go right ahead and use that tileset. Then you can add shelves and beds and stuff (yeah they'd probably sleep on the floor, but oh well) one suggestion though, make it have a few alcoves here and there sort of like the Beast' Nest, then you can add rooms with tables and stuff aswell. Other than that, the maps are looking great!


Keep up the good work guys!  8)

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #47 on: September 10, 2008, 04:40:25 pm »
Here is Dactyl with some more peaks added in. If you want me to add some smaller platforms for the rocks to knock you down too it shouldn't be a problem. I was creating this area with a part from Suikoden 2 in mind; numerous ladders, only one gets you where you want to go, but then there may be TREASURE! Put the falling rocks in place of random encounters and it is a similar situation. I would say putting something pretty decent in the top ones so people won't mind having to climb and avoid all those rocks.

So yea anyway here it is so far. I will do some work on the reptite cave over the next few days. The weekend isn't quite as free for me anymore, picked up a Sat shift to make some extra money; I like money but hate working :(

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« Last Edit: September 10, 2008, 04:46:24 pm by DK_Donutlicious »

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #48 on: September 11, 2008, 05:38:59 am »
I used the Algetty tile set to do this so far. The main thing I am wondering is, is it ok that the Reptites have beds and stuff? I know they were MUCH more advanced then their human counter parts at the time, but just wanted to make sure.

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Zakyrus

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Re: Maps todo (for 1.1)
« Reply #49 on: September 11, 2008, 12:44:42 pm »
I used the Algetty tile set to do this so far. The main thing I am wondering is, is it ok that the Reptites have beds and stuff? I know they were MUCH more advanced then their human counter parts at the time, but just wanted to make sure.

Go right ahead an add them. I don't want to jump way ahead here, but in the Final version, there pre-histroic overworld  will start to freeze. (once I can expand total OW's -- if that's even feasible) Some of the human survivors are going to dwell here, so beds would work.



Here is Dactyl with some more peaks added in. If you want me to add some smaller platforms for the rocks to knock you down too it shouldn't be a problem. I was creating this area with a part from Suikoden 2 in mind; numerous ladders, only one gets you where you want to go, but then there may be TREASURE! Put the falling rocks in place of random encounters and it is a similar situation. I would say putting something pretty decent in the top ones so people won't mind having to climb and avoid all those rocks.


I like the idea that only one ladder gets you to the top, nice.  :) Keep it up. It's starting to come together.

Quote
So yea anyway here it is so far. I will do some work on the reptite cave over the next few days. The weekend isn't quite as free for me anymore, picked up a Sat shift to make some extra money; I like money but hate working :(

Take your time, besides importing the new maps that have been sent to me so far, I haven't started added events yet as cutscenes are taking up all my work time. As for work, yeah it sucks --where's Lavos when you need him?  :x
« Last Edit: September 11, 2008, 12:48:46 pm by Zakyrus »

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #50 on: September 11, 2008, 02:45:39 pm »
So here is Dactyl peak with more of my finished idea in mind; as you may notice, there is no longer a ladder on the bottom right, forcing players to ascend the other ladders and move over. I figure this way they actually have to explore the area a little, since before you could possibly straight shot up to the peak.

Also here is what I have done for the Reptite Cave so far. I figure the second area will mostly be for Nizbel and Azala, but maybe a few more rooms in front of theirs for the better guards or something? The stone circle I put in as more of a prayer area, if you don't want it it is easy to take out :) What I was wondering was, is the whole Gate key cut scene still gonna take place on that ledge where it did before? And will that still be it's own area, or should place it in the next area, perhaps in the back behind Azala's room? Anyway will try to get some more work done tonight, perhaps one of the Cleft maps.

Edit: Also here is a Cleft map using the End of Time, I figured maybe the northern part could still be "under construction", or just messed up since this is supposed to be a weird dimension of random things.

Edit 2: I have done some work for the Zeal Cleft area. So from what I understand, it is just random parts thrown together, so with that in mind I made this. You have got stuff floating, some areas you can't get to, etc. Just wanted to know if this works or not. The areas may be too small for battles, I can always make them larger though if needed. Also, I had an idea; I remember reading somewhere that someone from Zeal would be the one who helps you get out yea? Maybe you could make it so he needs a book of certain research from this area (the bookcase). Just a thought, but not really necessary :)

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« Last Edit: September 12, 2008, 01:50:51 am by DK_Donutlicious »

Zakyrus

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Re: Maps todo (for 1.1)
« Reply #51 on: September 12, 2008, 01:15:52 pm »
Wow! The Dactly's peak and Reptites cave are awesome , great job!  :shock:
I like the 'prayer spot' idea too as both the Reptite's and Apes worship Mother Earth.
Keep up the good work!

Suggestions for the EoT style map, make it a few maybe 3 or so of those platforms and and have some broken stuff floating around. For the Zeal part, try to make it seem like a few larger "pieces of rooms" floating around.

If you want for the two Cleft maps, I can give you a basic template to go off of and you could take it from there. That would probably give you a better idea of what I'm thinking of.
« Last Edit: September 12, 2008, 01:19:04 pm by Zakyrus »

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Re: Maps todo (for 1.1)
« Reply #52 on: September 12, 2008, 02:10:32 pm »
I'm enjoying doing zeal library, but my mind is working on the goblin camp :P  So...  The dungeon under zeal library may be...fun.  By the way, you have more then 15 bookshelves...  in the range of 20 ^^;  hope you don't mind xD

Ummm..  By the way.  For the goblin camp, are you going to do the overworld stuff?  I can try it, but I can't say I'll do too well.

Oh, and for future reference, I want to somehow get some fire tiles (maybe from some prehistoric maps) for the goblin camp, but I dont really understand how to paste it over...  Help? ^^;

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #53 on: September 12, 2008, 03:44:17 pm »
Yea if you have an idea in your head of what you want Z, go ahead and show it :) Since you did the other maps for the area, we should try to keep it all looking similar. I will get you the completed maps sent off tonite. I can send the Reptite cave as well. So for the second area, do you want it just as large? Or is it more just for Nizbel and Azala?

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Re: Maps todo (for 1.1)
« Reply #54 on: September 15, 2008, 12:51:34 pm »
I'm enjoying doing zeal library, but my mind is working on the goblin camp :P  So...  The dungeon under zeal library may be...fun.  By the way, you have more then 15 bookshelves...  in the range of 20 ^^;  hope you don't mind xD

No problem.

Quote
Ummm..  By the way.  For the goblin camp, are you going to do the overworld stuff?  I can try it, but I can't say I'll do too well.

Yeah, I'll take care of that. Oh, almost forgot. The PCs will be escaping from this place. So map it so the Spike floors and sliding stairs are keeping the party inside.

Quote
Oh, and for future reference, I want to somehow get some fire tiles (maybe from some prehistoric maps) for the goblin camp, but I dont really understand how to paste it over...  Help? ^^;

Good luck on this. Until someone makes the ability to combine tilesets I don't recommend messing with them. I tried at one point, but after several dozen hours got nowhere. Maybe it wouldn't be THAT hard, as you're taking gfx from one tileset and putting them into another. I will, however, add this to the graphics todo list (when I update that).

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #55 on: September 17, 2008, 06:37:18 pm »
Here is the second room for the Reptite area. I gave Azala his own private prayer area, along with a long work table. For Nizbel, I gave him a big grass bed, since he is huge and can't sleep in a normal bed.

Edit: Here is what I have for the EoT Cleft area. Added in another platform and threw in some floating stuff :)

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« Last Edit: September 17, 2008, 10:22:00 pm by DK_Donutlicious »

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Re: Maps todo (for 1.1)
« Reply #56 on: September 18, 2008, 12:24:55 pm »
Sweet. These maps are turning out great! The Reptite's Lair is pretty cool and makes much more sense as a dwelling than just "dropping down holes" to get in.  :D
As for the Cleft map, that's awesome! I like the floating stuff -- but I might take that out at some point (later on) when I can implement a really cool background with (junk floating in it). Keep it up!

As for Azure, can't wait to see what you got coming for the Library.  8)

Azure

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Re: Maps todo (for 1.1)
« Reply #57 on: September 18, 2008, 01:07:35 pm »
Alright alright, I'll let the cat out of the bag.

Here's what I got.  I liked the basic layout you gave me Zakyrus, so I just edited some things, I threw a help desk in the back, and an entry way for a librarian to sit at.  Tables ect ect.

Now, the bottem map is my favorite so far.  Its a maze with no exit.  The green chairs are what I put there as switches, after all the switches are hit in the right order, the teleporter becomes useable.  If you put enemies in with every switch hit, that'd be cool.  When you activate the teleporter, you go into the next area and fight a boss?  Maybe?

I was also thinking that you put dialoge somewhere to the extent that the library basement, the cathedral and the goblin camp were all constructed by the same family name, since tehy all have traps and switches and such?

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DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #58 on: September 18, 2008, 03:04:43 pm »
Alright alright, I'll let the cat out of the bag.

Here's what I got.  I liked the basic layout you gave me Zakyrus, so I just edited some things, I threw a help desk in the back, and an entry way for a librarian to sit at.  Tables ect ect.

Now, the bottem map is my favorite so far.  Its a maze with no exit.  The green chairs are what I put there as switches, after all the switches are hit in the right order, the teleporter becomes useable.  If you put enemies in with every switch hit, that'd be cool.  When you activate the teleporter, you go into the next area and fight a boss?  Maybe?

I was also thinking that you put dialoge somewhere to the extent that the library basement, the cathedral and the goblin camp were all constructed by the same family name, since tehy all have traps and switches and such?

That looks sweet Azure! I always felt Zeal was too short, so seeing the extensions is nice :)

For the Reptite area, I left the cave door in the back since there was one before. Also, is there anything I should do to improve the Reptite areas, or are they fine as is?

As for the CoD Mt. Woe area, I will see what I can do today; I should be able to get it done without too much trouble.
« Last Edit: September 18, 2008, 03:09:54 pm by DK_Donutlicious »

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #59 on: September 18, 2008, 04:37:10 pm »
Ok here is what I got done on the Mt.Woe map. Fyi Z, the only way to have chains is to have the sky backround behind it. I dunno if you have an idea to get rid of that or whatever, just lemme know what you would like me to do.


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