Exposition-only map?
An interesting idea. I *think* it is possible to spawn some things by collections rather than by defeating something. Not sure if the possible targets include other collections.
It would have to be a *very* small map, as well, otherwise you may force the player to backtrack to find the next clue, given the unpredictability of front/middle/back.
I think that creating a map requires defining an enemy group: so you would have to fill every possible spawn point with friendlies.
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I can't find a map to do this
I've tried casinos and such - but I can't get rid of all of the hostile spawns on a small map.
A big map would make it annoying.
If you do something like this - the description of the arc needs to make explicitly clear that this is pure story and not for xp
It's only the first mission, which would be very short. I'm just trying to come up with something different.
You should be able to get rid of all the hostile spawns by putting in the maximum number of destructible objects.
Or at any rate that used to work.
Don't count your weasels before they pop dink!
I would suggest rather than looking at the unique maps look at the small warehouse or small longbow maps, they have some decent no nooks and crannies possibilities to them.
But just go into it knowing some people will quit outright and others will really like the concept. Sprinkle it with plot implications for the rest of the arc and maybe you hook more through it.
Neat idea, but I think it'll be tough to pull off well. I'd play it.
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Can clicking on a NPC or glowie be used to spawn another glowie
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No, collection details currently can't be chained to another detail.
bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!
You could have the intro message impart the dialogue you need (if it's long enough) and then have a click-glowing thing (set for front) that spawns the Ally NPC (also set for front). I think the Ally has to spawn with guards, however.
Yeah, the spawning with guards is the tough part. Trying to work the story around the limitations of the system, in yet another facet. (I hope the Nerva jungle map comes back. It figures prominently in the end of the arc.)
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Yeah, the spawning with guards is the tough part. Trying to work the story around the limitations of the system, in yet another facet. (I hope the Nerva jungle map comes back. It figures prominently in the end of the arc.)
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They took out the Primeva map??
bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!
Yep, and the other Nerva map is now highlighted in the orange "error" font.
Here's hoping they get them back in for I15.
bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!
Haven't tried it as a chained objective, but setting the surrounding enemy to Single should spawn an ally alone.
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First off I think ANYTHING that is different and unique like your concept here will make people play MORE (believe me there is a lot of the same already out there without digging/hunting for the good stuff)... so a room for a contact? I'd be all amped up over that.
Next... Yep, just set ally to single for no guards...
And now the great news... there is a killer set of Cimeroran Cave maps that are nothing but short entrance tunnels leading to single "very tiny" rooms as featured in mission 1 of my "Kung Fu" themed arc if you wanna run in and see how they look and feel. (click in my siggy below)
As someone said earlier, if you dont block every possible spawn point with something you'll be forced to have enemy critter spawn, but I suggest you experiement with blocking spawn points with glowies before additional uneccesary allies.
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Okay, the 'casino/small bank/restaurant' maps can have all their spawn points replaced with special details.
You can set a friendly 'boss' or 'ambush' to spawn after a detail is interacted with.
I have something like that in a map I am working on currently. Essentially a way to tell a story to an entire team, instead of allowing it to be self-contained in the intro dialogue.
It's a very short map, and frankly too much story dialog will bore players as sure as too little, so you have to be careful not to use it too much.
Actually, set your ally difficulty to "single" and the ally will spawn solo w/o baddies guarding him.. Down that several times to effect in "Superhero Downtime"
Janrith
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wow, cramming 6 floor glowies and 5 wall glowies into the Tiki casino map may constitute a real-life sonic attack. =O
I can only get two custom spawns in the map, so can't fill the spawn points with that.
Question: If I make a custom group of civilians, and give them no attacks, will they try to brawl the players if I use them as an "enemy" group to fill the spawn points?
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Question: If I make a custom group of civilians, and give them no attacks, will they try to brawl the players if I use them as an "enemy" group to fill the spawn points?
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I don't even think the game will let you do that. If your custom group is set to civilian, it can't also be set as the base enemy group on the map. It can only be used for non-combat details like allies, captives, and escorts.
To do what I think you're after, I'd suggest filling your spawn points with patrols of friendly custom enemies.
bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!
I don't think it's possible not to give them any attacks, if only Control.
Two questions: 1) Is the following idea possible, and 2) would you quit an arc if the first map was short, but all story-driven dialog?
The idea is for the players to arrive at the location of mysterious happenings, and meet with a contact there. Once they click on the contact and read his/her dialog, it spawns an "ally", which is another NPC with more info or dialog to further the story. (Additional question: Can clicking on a NPC or glowie be used to spawn another glowie?)