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nonSENSE
March 06, 2014, 10:43:15 PM by nonSENSE
Views: 426 | Comments: 12

In this post I'll try to give some information about what kind of map we are looking for. As we have already mentioned, this map will be used in our upcoming gamemode, called Sanctuary.

What is Sanctuary about?

The gamemode is a 2D-sidescrolling shooter with NPC mobs. The players can only move left and right (using WASD) and aim using the mouse cursor. There will be lots of loot, weapons, monster level scaling and 4 different difficulty levels.

All players work as a team to clear as many waves of monsters (and bosses) as they can, by fighting off the hordes from within a Sanctuary; this is basically a safe-zone, protected by a simple barricade. The space outside of the Sanctuary is not safe (dark, full of rot and death) so the players are urged to stay behind the barricade at all times (unless there is an intermission between waves, where players can collect loot).

What kind of map is needed?

The map itself is extremely simple; since the camera position and the player's movement are fixed, the main walkway (which the NPCs will use to get to the barricade) is not complex. For testing and development, we use a very simple map with a straight path and clips to restrict the players movement. This is a screenshot of the current map (annotations are explained below):



This image should give you an idea of what we are looking for:



1) Foreground:
  • This area, along with the background, is not accessible to the player and its main purpose is aesthetic.
  • Since the main theme of the map is a dark apocalyptic environment, the foreground could feature props like burning oil-drums, abandoned vehicles, smoking rubble, etc.
  • Props and scenery in the foreground should never obstruct the player's view!

2) Walkway:
  • This is the path the players can actually walk on. It should be mostly straight, except for a little slope at the very beginning of the monster spawn (1-2x the height of a player) in order to prevent players from shooting straight at the mob spawn.
  • This area is actually quite narrow, to prevent monsters or players to not be on the same Y axis (players can only aim up and down).
  • The walkway is separated from the fore- and background through player clips.

3) Background:
  • Just like the foreground, the background is purely cosmetic and not interactive.
  • Fitting background scenes would be for example:
    • A dark alley with tall buildings or chain-link fences
    • Collapsed buildings, crashes vehicles, etc

4) The Sanctuary
  • This is the barricade which should protect about 4-8 players inside.
  • It is important to note that the sanctuary should be 1 level only (no stairs, ladders, etc)
  • The area itself should be indicative of being a safe-zone; a collapsed building with the frontwall (in foreground) removed, or a fence spanning into the background would be examples
  • The Sanctuary area ends to the left in a pit (drop into trigger-hurt)
  • The main barricade prop will be positioned on the walkway and will be placed via Lua (no need to worry about that

Example VMF:
This is the map we currently use for testing purposes; the spawnpoints for both monsters and players are perfectly aligned on the y-axis (requirement) as well as being limited by the 2 clips.

Click here to download the example map (.vmf)



If you wanna give it a go, feel free to do so! Good maps will be rewarded with exclusive items!

Thanks for reading!
Stebbzor
March 05, 2014, 06:37:11 PM by Stebbzor
Views: 197 | Comments: 0


Mapper needed!



Hello fellow players, we are looking for a good mapper or two, to help out in MoronYard for a certain project, if you are a mapper and you would like to see if you would be up to this, then apply here with the format shown below.

UPDATE!

I have a example of the kind of maps we need, they are quite simple to make, but might be a challenge to make them look proper.

Right click here and press Save As for the example map
Please note though that being a developer for MoronYard means you need to be active, and be able to handle criticism from us.

Application Format:
Code: [Select]
[b]In-Game Name[/b]:
[b]Projects[/b]:
[b]Portfolio/Images of previous maps or current maps you are working on[/b]:
[i](Optional)[/i] [b]Your personal favorite image of a map you have made[/b]:
[i](Optional)[/i] [b]Link to maps you have made[/b]:
[b]Other reasons why you should be a map developer for MoronYard[/b]:
nonSENSE
December 28, 2013, 05:15:09 PM by nonSENSE
Views: 488 | Comments: 3

  • Completely redesigned the drop system:
    • Loot table distribution is a lot fairer now and 'good' drops are much more common.
    • Hats, Body Attachments and Auras drop a lot more often and have a chance of being broken.
    • 'Good' and 'Very Good' jewels have a chance of dropping.
    • Relics are more common and can drop occasionally.
    • Loot is affected by magical properities of worn items (+% Relic Find increases your chances of finding relics).
  • Changed base item / day rate from 6 to 8.
  • Added 33 new relics.
    • Split all relics into 'Series':
    • Initially released relics are in Series 1; more recent and newly added relics are in Series 2
  • Added ability to buy moneybags during a trade.
  • Added disclaimer for trading which needs to be accepted before any transactions can take place.
  • Added new sounds for purchasing items and redeeming moneybags.
  • Added a new reward for getting the 'Holy Prop' award.
  • Added treasure boxes:
    • Each treasure box contains 1 jewel with 2 affixes with increases rarity.
    • Can be bought in a bundle (2 treasure boxes) for 1 goldbar, bought in the Token Shop for 475 Tokens or received during special events.
  • Added "Chance to Cast" affixes on relics:
    • Backtrack: Has a chance of blocking any instance of incoming damage completely.
    • Corruption: Applies a negative debuff to all players in a 600 AoE and reduces their armor by 8 for 9 seconds.
  • Added /rules chat command.
  • Added "+% Better Chance of Finding Broken Items" affix.
  • Added "+% to All Resistances" affix.
  • Fixed items from gifts not actually being given out.
  • Minor GUI redesigns and changes.
  • Other bugfixes.

Furthermore, our Double Goldbar Event is ongoing. Until January 6th 2014, 9 AM CET, for every 2 goldbars you purchase, you get 1 goldbar for free! (Buy 4 - get 6, buy 8 - get 12!).

Note: You will not get 3 goldbars from the Diamond VIP membership. Only gold bar purchases are affected.

Our Smash Tournament last weekend concluded after 30 rounds to reveal these winners:


Congratulations!
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