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Tomb Raiders V1.06 (New Map)

08-23-2002, 11:52 PM#1
Guest
Tomb Raiders V1.06

I just posted my newest map in the downloads area. It's not a melee map, and I really wouldn't classify it as an RPG. It's a fairly intense map with over 50 individual monster generators. (toned down from 150 generators, was by far too tough)

The default computer controlled ai, has been completely disabled and rewritten. Some of the monsters actually think and use strategy against the players. For instance, the Berserk water elementals will attempt to keep their melee counterparts between you and themselves for safety, while nukeing you from behind. Some monsters grow and become more difficult throughout the game. Other monsters spawn lower monsters to keep themselves "safe." Whole areas of monsters will continue to respawn (after a few minutes) until the monster responsible is slain.

The cinematics have custom sounds that provide a tutorial for the first time player, they can all be skipped by pressing ESC.

From the beginning you start with a single Lifeforce (Custom wisp unit) and you use it to bring life to one of 5 lifeless heroes. (sounds alot like how many rpg type maps start out, but thats where similarity stops) When you kill a monster its spirit will fly out and head toward your lifewell, when you've "harvested" enough spirits you will get a new lifeforce to bring another hero to life or to bring a dead one back. You can hire mercenaries or regular units from the "Hall of Regulars" and work upgrades from the 4 upgrade centers. Gold comes as bounty from slain monsters and occasionally slain monsters will drop wood. You can also buy and sell wood at the lumbermill.

Basically you have to earn more cash as bounty from the monsters than you spend on replacing dead units. Most monsters in the map have been spawned from a generator (hut or other monster) that will continue to replace them until the generator dies. Some monsters will rebuild destroyed generators.

This map has several trigger systems to handle doors/keys and obelisks/gemstones all array based. The computer ai has been totally rewritten so the monsters are not predictable. Each monster that spawns has a series of orders that it is to carry out during its lifetime. As the game progresses those orders can change depending on what the player has done or is doing. Players dont build buildings and their bases are protected by a single tower (believe me its enough).

While raiding the monster areas the game is extremely intense, but you can retreat your units back to your base for a 'breather.' That is if the monsters haven't decided to block your retreat or set an ambush. Even I don't know exactly what the monsters will do. What they do depends on what you have done and are doing and depends also on whether or not their leader is alive or dead.

Over 300 hours have been spent just beta testing this map. It's pretty solid.

I've protected the map, but I'm more than willing to help you with trigger questions. If you like something that i've done in this map and would like to do something similar in one of your maps but can't quite figure out how, i'll be happy to help you. Feedback, good or bad, is always helpfull and can only improve a map.
08-24-2002, 12:58 AM#2
Guest
After all of the hours testing this map, I put in a custom minimap... only to find that it caused undesired effects in the game.... LoL... Sorry bout that. I removed the custom "Map by Aschweepe" and it works fine now.