Base maps available for use in Mission Architect!


captrench

 

Posted

I have a huge base build... it is unique in feeling and look. It has corridors and effects no one has ever seen before. I would like to use this map/zone in my Mission Architect!

It can even go a step further and have the defences placed in the base active. That will make the map interactive and dangerous. Fill it up with my custom made mobs and it will be downright fantastic!


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Posted

[ QUOTE ]
I have a huge base build... it is unique in feeling and look. It has corridors and effects no one has ever seen before. I would like to use this map/zone in my Mission Architect!

It can even go a step further and have the defences placed in the base active. That will make the map interactive and dangerous. Fill it up with my custom made mobs and it will be downright fantastic!

[/ QUOTE ]

/signed.

It could make MA so much more intresting, but the base would have to be pretty big for it to be effictive.


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Posted

Or a map editor for MA. Which may allow even more awesome stuff.


 

Posted

map editor that works along the lines of the base map editor.

start with a grid. place rooms. fill rooms with stuff. link rooms with corridors. place spawn points (limited by radius etc). place interactive items (traps etc) , place access points: entrance, up lift/ramp , down lift/ramp/hole in floor

allow the base to use more than one tileset (within an acceptable overhead) for the transition maps.

we have the tech and magic rooms/stuff, make up a few for cave, forest (all forest "rooms" are clearings), ruins , offices, sewer etc (whats already there, just chop them up!).

I know its not as straightforward as that but it would be nice it would also serve as the base loving we've all been looking for. (make the tilesets unlockable, yet another ticket drain from the economy).

oh and /SIGNED!


 

Posted

Would need to be a cube rather than flat like the bases are, some of the existing maps have some serious ups and downs.

Plus I think the way they do it now is with predefined sections that snap together, occasionally you get maps that have holes where to sections haven't snapped together correctly (happened a lot in CoV beta).

So much of the initial design would be modular and all the devs would 'need' to provide apart from the UI would be sections that link tilesets together.

As for the rest agreed.


 

Posted

/Signed to both ideas


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Posted

Do a bit-by-bit implementation. Using the base as map for MA is a step in teh direction of custom maps. The script is partly in place.

The Raid script behind the base makes the defences work. It also made the spaces between the doors spawn points. It is where in a raid the enemies appear.

Now give the base editor the right to copy the map to MA. And give the SG permissions the possibility to give rights to use the base map in MA to certain ranks.


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- Along Came a... Bug!? #528482
Average - A new race of aliens arrives on Earth. And Vanguard has you investigate them!
- The Court of the Blood Countess: The Rise of the Blood Countess #3805
Advanced - Go back in time and witness the birth of a vampire. Follow her to key moments in her life in order to stop her! A story of intrigue, drama and horror! Blood & Violence... not recommend to solo!

 

Posted

/signed Good stuff


 

Posted

[ QUOTE ]
map editor that works along the lines of the base map editor.

start with a grid. place rooms. fill rooms with stuff. link rooms with corridors. place spawn points (limited by radius etc). place interactive items (traps etc) , place access points: entrance, up lift/ramp , down lift/ramp/hole in floor

allow the base to use more than one tileset (within an acceptable overhead) for the transition maps.

we have the tech and magic rooms/stuff, make up a few for cave, forest (all forest "rooms" are clearings), ruins , offices, sewer etc (whats already there, just chop them up!).

I know its not as straightforward as that but it would be nice it would also serve as the base loving we've all been looking for. (make the tilesets unlockable, yet another ticket drain from the economy).

oh and /SIGNED!

[/ QUOTE ]

/SIGNED to this and the OP


 

Posted

[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
I have a huge base build... it is unique in feeling and look. It has corridors and effects no one has ever seen before. I would like to use this map/zone in my Mission Architect!
It can even go a step further and have the defences placed in the base active. That will make the map interactive and dangerous. Fill it up with my custom made mobs and it will be downright fantastic!

[/ QUOTE ]

Love the idea /Signed.


 

Posted

I will fully /sign this idea!!! I'm fairly certain everyone would. Ever since MA came out I've been praying for this as I have a wonderous idea of base war as the finale of an arc! Only thing to add - we would need more spawn points than they would have with current implementation as atm its only doorways and the raid TP. However, it could be awesome to have it so that you enter via the regular base entrance and theirs spawns based on the type of room and its size (not as hard as one may think given weapons have some limitations and maximised spawns per room size/type). This would allow perhaps nice empty small rooms or the odd small spawn in a corridor and as you battle your way through the defensive weapons you emerge into a massively larger room and WHAM loads of enemies!

I've been crying out for this just as 'normal' base content like having longbow with a hero or 2 raiding if ya vill or arachnos with a patron and their flunky attacking for spandexers.

But to be able to make true custom content with the UD fortress would make me have an 'awesOMGasm'. Again - sooooo much /signed!!!!


 

Posted

/signed

only problem with this is amount of space it would take up in a arc to do i mean look at how much room a custom mob takes up imagine amount a entire map would use up so doubt this will ever happen if it does though ....


 

Posted

[ QUOTE ]
I have a huge base build... it is unique in feeling and look. It has corridors and effects no one has ever seen before. I would like to use this map/zone in my Mission Architect!

It can even go a step further and have the defences placed in the base active. That will make the map interactive and dangerous. Fill it up with my custom made mobs and it will be downright fantastic!

[/ QUOTE ]

/SIGNED

Fantastic idea, was having that exact same feeling when I was standing in my (empty!) base last night:
A small city district that could see some gang bang action.