Author Topic: Maps todo (for 1.1)  (Read 10683 times)

Zakyrus

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Re: Maps todo (for 1.1)
« Reply #60 on: September 20, 2008, 02:40:15 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.

Sweet. I can't beleive you liked my Library map base.  :lol:

Quote
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?

That could be cool. However, I'm thinking that's alot of running back and forth if you don't have the right switch hit. I'll have to play around with it to see it really up close, but yeah, that should work pretty well. I might throw in some bookshelves though with hidden CT lore.

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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?

Shouldn't be a problem. I'll have to delve into the Chrono-encyclopedia and look into the known background of those places. That *might* conflict, as I think the Cathedral was built by humans, and the Goblins's Den non-humans.

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.


Cool.
Yeah I knew the whole background thing. Just add it (the background), and I'll do the rest.

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #61 on: September 20, 2008, 05:09:04 pm »
So I am encountering a problem when trying to place the sky tiles down. It is making everything look white that it overlays with. This would be easy to avoid, except there is no top left and top right corner pieces with sky included. If you want Z, I can just send it to you as is and you can take a look at it when you need a break, or we can worry more about it when you need to incorporate it.

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Azure

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Re: Maps todo (for 1.1)
« Reply #62 on: September 22, 2008, 01:58:00 pm »
I feel I should apologize.  I've gotten nothing but the very outer walls and floor done for the goblin camp.  School has kept me busy.  Ill try and have it done or atleast started soon.

Zakyrus

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Re: Maps todo (for 1.1)
« Reply #63 on: September 22, 2008, 07:01:52 pm »
So I am encountering a problem when trying to place the sky tiles down. It is making everything look white that it overlays with. This would be easy to avoid, except there is no top left and top right corner pieces with sky included. If you want Z, I can just send it to you as is and you can take a look at it when you need a break, or we can worry more about it when you need to incorporate it.

Try playing with the "Layer Prioriy" that's in the under the "Map Properties" tab (where you go to extend the map size) at the bottom there's a two sets of  buttons for each layer. Also, underneath that is "addition/subtraction, half/full" try playing with all of these settings for different layer effects. It's kind of hard to explain, once I can describe it better, I'll be making a tutorial on this.

I feel I should apologize.  I've gotten nothing but the very outer walls and floor done for the goblin camp.  School has kept me busy.  Ill try and have it done or atleast started soon.

Take your time. I'm not fully sure how many of all these maps will be implemented in 1.1 anyways. I still have to finish Truce Canyon.  :x I'm in no hurry, so don't feel that you should rush.  :)

Azure

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Re: Maps todo (for 1.1)
« Reply #64 on: September 22, 2008, 08:13:16 pm »
Could I get more details on the goblin event?  Where you want the PC's to start, how they got there, ect?  Be it in a PM or on the thread here

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #65 on: September 22, 2008, 10:31:41 pm »
Hey Z,

         I was wondering if in the credits you could list me as just DK. I only thought of this because I was reading the Eternal End thread and saw what Nintendonick4 said. I only made this as a random name :), I didn't think I would get involved with anything. The Donutlicious part just seems a bit silly is all.
« Last Edit: September 23, 2008, 12:43:45 am by DK_Donutlicious »

Zakyrus

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Re: Maps todo (for 1.1)
« Reply #66 on: September 23, 2008, 01:28:19 pm »
Could I get more details on the goblin event?  Where you want the PC's to start, how they got there, ect?  Be it in a PM or on the thread here



After going to reforge the Masamune:

(if Player takes Heckran Caverns)

<Goblins await at the entrance>

Goblin: You are under arrest.
   Come with us!

<Party members are shocked>



(if Player takes Medina Portal "House w/ Cabinet")

<Goblins Show up in house>

Goblin: You are under arrest.
   Come with us!

Blue Imp: Hey buddy!
   Magic Cake is LEGAL!
   You can't do anything to us!

Mud Imp: Yeah pal!

Goblin: I'm not talking to you two!
   I'm talking to the three weirdos that
   waltzed outta your closet!

<Party members are shocked>

Blue Imp: Waltzing? Is THAT what they were doing in there?
   
Mud Imp: How come we didn't know about this?
   I wanna waltz!

Goblin: Silence you two!

Goblin: You three! You are under arrest.
   Come with us!


<Both scenes warps to Goblins camp>



Goblins Camp:
#Mountain area
#cave/house system

Party members are led inside a fortress...
...all of a sudden an earthquake hits.

Goblin: Earthquake!

Party Member 1: Now is our chance to escape!

<Party members pull out weapons>

Goblin: You FOOLS! You didn't confiscate their weapons?!

<Battle!>
(PC's fight their way from the inside outwards...later on, this becomes a "friendly" area that you can trade/buy/sell items)

<escape and go to Melchior to make Masamune>

This is all I actually have on this part made, other than this you can pretty much make it how you want. I know the details are probably rough. I haven't made these cut-scenes yet (as I do them when I'm actually using TemporalFlux)
Ask me personally, if you need more details or have questions.

Hey Z,

         I was wondering if in the credits you could list me as just DK. I only thought of this because I was reading the Eternal End thread and saw what Nintendonick4 said. I only made this as a random name :), I didn't think I would get involved with anything. The Donutlicious part just seems a bit silly is all.

DK? Done.

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #67 on: September 23, 2008, 03:57:52 pm »
Ok fixed it. It was a layer issue. Thanks Z! :)

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Azure

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Re: Maps todo (for 1.1)
« Reply #68 on: September 23, 2008, 07:40:35 pm »
If you're listing me anywheres, mightswell put Azure Cale.  Its the full name of the character this screenie comes from.

Zakyrus

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Re: Maps todo (for 1.1)
« Reply #69 on: September 24, 2008, 12:38:03 pm »
If you're listing me anywheres, mightswell put Azure Cale.  Its the full name of the character this screenie comes from.

Added. You guys'll be in the CT+ Credits under "Map Designers".

Ok fixed it. It was a layer issue. Thanks Z! :)

Good work, DK! Yeah, those Layer Priority things are hard to figure out, but there is some really cool effects that I've found just by playing with them.

Azure

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Re: Maps todo (for 1.1)
« Reply #70 on: September 26, 2008, 01:15:56 pm »
I'm devious..  I built the map with the family history thing in mind, so there is a series of switches that have to be hit in a certain order or an alarm will go off (battle insues).  There is 4 of these.  At one of them there is a certain combination of switches that if you hit them in the right order you get to go to a treasure area.  I made room for a boss if you want to put one in there.  I'll post pictures after I brush it up a bit.

Zakyrus

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Re: Maps todo (for 1.1)
« Reply #71 on: September 26, 2008, 04:19:41 pm »
I'm devious..  I built the map with the family history thing in mind, so there is a series of switches that have to be hit in a certain order or an alarm will go off (battle insues).  There is 4 of these.  At one of them there is a certain combination of switches that if you hit them in the right order you get to go to a treasure area.  I made room for a boss if you want to put one in there.  I'll post pictures after I brush it up a bit.

I like the sound of this.  :twisted:

Azure

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Re: Maps todo (for 1.1)
« Reply #72 on: September 26, 2008, 04:39:44 pm »
I'm devious..  I built the map with the family history thing in mind, so there is a series of switches that have to be hit in a certain order or an alarm will go off (battle insues).  There is 4 of these.  At one of them there is a certain combination of switches that if you hit them in the right order you get to go to a treasure area.  I made room for a boss if you want to put one in there.  I'll post pictures after I brush it up a bit.

I like the sound of this.  :twisted:

I think in the Read Me for the release that my maps go in;

"Greetings all,

Well, first and foremost; thank you for playing and I hope you enjoy playing, all the CT+ crew have put a lot of work into this (especially Zakyrus).  Well, I guess what I really want to say is; don't hate me for any mazes that have been added to this game, trust me, I'll hate myself enough without everyone else's anger ;)  That aside, post any bugs you find in the appropriate thread, and I'd like to hear what you think about the mazes, good, annoying?  Either of those answers is what I'm looking for =)

~Azure Cale
Mapper"

Hehe  :lol:

Zakyrus

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Re: Maps todo (for 1.1)
« Reply #73 on: September 27, 2008, 07:19:34 pm »
Sweet, I'll add this in the section of the readme where CT+ members add their own comments. (similar to that of one of the previous releases where Kyronea and I made various comments). DK, you can make a custom message if you like.

.....
DAMN YOU SirusD!
You're not even here lately and you still manage to thwart me.
I've got that new Enhasa populated--but insane lag occurs on Zsnes because of so many sprites. (and I added only 20 or so out of the 30+ NPCs I've made up!) Grrrr. Why didn't you make the map smaller?! Haha.

However, Snes9X works near-perfect, almost no lag. I'm thinking this is because Snes9X has better rendering code for drawing.
(It IS after all, DirectX based) I really like Zsnes, but CT+ does run 1000 times better on Snes9X (and Snes9X is better in general, you can record vids, hack game data on-the-fly, etc)

This means that I have to...code in PC checking coordinates so that when you are in certain parts, the other NPCs not shown will be hidden. (this is going to be a total pain in the ass to do and probably take a while to get working perfectly. Atleast a few hours... oh well, Enhasa - the City of Eternal Slumber...it'll be a sight to see when it's completed!  :lol:




« Last Edit: September 27, 2008, 07:29:59 pm by Zakyrus »

DK_Donutlicious

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Re: Maps todo (for 1.1)
« Reply #74 on: September 27, 2008, 08:42:58 pm »
Um I guess you can put this:

Hello everyone!
I hope you enjoy this expansion of Chrono Trigger. Most of my work was done on changing and expanding 65,000,000 BC, though Z did go through and make touch-ups on them to make them look their best :) Anyway, enjoy yourselves and keep an eye out for any updates on the up-coming release! Later!

-DK, Mapping Design