[MAP RL] Mine Booster Pack 3.0a

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[MAP RL] Mine Booster Pack 3.0a

Postby BanalityDUFF » Mon Nov 30, 2009 11:23 pm

IMPORTANT: Please delete any previous version you have of the pack before installing the newest version. Cheers

Download from Banality.co.nz or RunicGamesFansite

Updated again (most likely the last time, except for fixing small bits and pieces people pick up). Another 5 chunks have being added and a large number of older chunks updated slightly.

Patch 3.0a Notes
Spoiler: show
Patch 3.0a Information.

1X1_EXIT_E_RD_A

Set fishing area tiles to not show on map and have no collision.
Also set no collision on a number of tiles surrounding the area.
Updated a number of wall tiles to no collision and no map visibility.
Placed no spawn region near fish area by the trough to prevent monsters spawning behind it.
Deleted a number of wall peices that weren't visible to the player,


Updated Mod Information.


Patch 3.0 Notes
Spoiler: show
Additional 5 Chunks added to bring total additional chunks to 15.

1X1Entrance_W_RD_A

Placed a number of shadow_boxes at connection point.
Extended NoSpawnRegion near Entrance.
Updated Lighting and Decals.

1X1Entrance_N_RD_A

Extended No_Spawn_Region at entrance.
Moved Animated Platform.
Updated Lighting and Decals.

1X1EW

Updated Lighting and Decals.

1X1EXIT_E_RD_A

Updated Lighting and Decals.
Removed redundant NoSpawnRegions on BG areas.

1X1Nw_RD_A

Updated Lighting and Decals.

1X1SE_RD_A

Updated Lighting.
Placed a number of shadow boxes near land bridge to hide bg mine.


Patch 2.1 Information
Spoiler: show
1X1EW

Enabled collision detection on a number of wall pieces.
Set Visible on Map to False for a number of wall pieces.
Placed a missing TRIM_CONVEX_01.
Placed a HALF_FOOTER_01 at East Chunk Connection.
Placed Dynamic Sign Posts.
Placed a number of additional lights.
Placed two box_blank_01_shadow at West Chunk Connection.

1X1NE

Placed Dynamic Sign Posts.
Removed broken_convex_01.
Enabled map visibility on a wall piece.
Enabled No Spawn Region.

1X1NS

Placed Dynamic Sign Posts.

1X1NW

Extended water area wall to unplayable area.
Placed a number of box_blank_01_shadow near water area.
Placed Dynamic Sign Posts.
Enabled collision detection on one wall.

1X1SE

Placed Dyanmic Sign Posts.
Placed a number of shadow pieces near East Chunk Connection.
Removed piles of wood planks as they could be walked through.


Updated Mod Details


Patch 2.0 Information
Spoiler: show
Patch 2.0 Information

Added five additional chunks:

1X1ENTRANCE_N
1X1NE
1X1NW
1X1SE
1X1SINGLE_ROOM_PORTAL

1X1Treasure

Enabled Collison Detection on the walls surrounding jumpers to stop awkward jumping.

1X1NS

Enabled Property Node for Quest Item & Quest Boss.

1X1EXIT_E

Enabled Property Node for Quest Item & Quest Boss.

1X1EW

Enabled Property Node for Quest Item & Quest Boss.

1X1ENTRANCE_W

Enabled Property Node for Quest Item & Quest Boss.


Patch 1.0a Information
Spoiler: show
1X1ENTRANCE_W

Fixed entrance area Jump Down Area to No Spawn Region.

1X1NS

Changed top tunnel area to have no ceiling. This so that players who have "Render Behind Walls"turned off can navigate the level trouble free.
(note: it is still slightly obscured but only for a moment.)
Replaced missing wall peice (this may have being deleted between versions by myself and may not be missing in version 1.0).

1X1EW

Removed a number of Free_Footer's that were clipping through wall. Replaced with Half_Footers.
Removed NoSpawnRegion around side of map.
Updated piece information around edges to remove collision and apperance on map.
Updated piece information for long walls to remove harder white image caused by pieces appearing on map when they didn't need to be.


Editor Shots of all maps.
Patch 3.0 New Chunks
Spoiler: show
Entrance_W
Image

Exit_E
Image

Exit_W
Image

NW
Image
(Note, NW is a modified version of the NW chunk used in Meeny Miney Mo. You can see in the shot where an additional stairs down is, but this is not accessible in this version of the chunk.

SW
Image




Spoiler: show
EW
Image

Entrance_N
Image

Entrance_W
Image

Exit_E
Image

NE
Image

NS
Image

NW
Image

Portal
Image

SE
Image

Treasure
Image


Or you can view gallerys of in-game shots on my site (not all maps have shots, though). (No 3.0 shots yet, maybe tomorrow).
Last edited by BanalityDUFF on Wed Jan 20, 2010 4:22 pm, edited 7 times in total.
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Re: [MAP RL] Mine Booster Pack 1.0

Postby Kingo64 » Tue Dec 01, 2009 1:14 am

Just to rephrase that, is a tile set a selection of parts used to randomly generate an area? Therefore this booster back creates more diversity by adding extra parts? If yes I am gonna download it because you can never have too much diversity :D
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Re: [MAP RL] Mine Booster Pack 1.0

Postby VandalD » Tue Dec 01, 2009 1:37 am

Yeah, Kingo. These are "chunks" the game uses to piece together the dungeons - for the mines tileset in this case.

These look great! Good to see more chunks! Thanks for sharing. :D
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Re: [MAP RL] Mine Booster Pack 1.0

Postby TormakSaber » Tue Dec 01, 2009 1:46 am

I assume we just plunk this into mods, and it will affect both the campaign and the Shadow Vault?
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Re: [MAP RL] Mine Booster Pack 1.0

Postby TomaLexi » Tue Dec 01, 2009 3:59 am

Hey. Added this mod to the Ultimate Modlist Thread Website. Let me know if you want the description to be changed by telling me in the Ultimate Modlist Thread or via PM (:

Mine Booster Pack 1.0
A Booster Pack for the 'Mine' tileset. Contains 1 map for each of the following areas
http://forums.runicgames.com/viewtopic.php?f=20&t=8494
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
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Re: [MAP RL] Mine Booster Pack 1.0

Postby BlastTyrant » Tue Dec 01, 2009 6:03 am

I've only had one new chunk show up, but it was certainly noticeable and different. I do have one concern, though; if you have the Render Behind Walls (or whatever it's called) option disabled, the full-on tunnel sections are basically 100% blind. Is it possible to mess with the transparency of the "roof" so it's, say, 20% transparent (just enough to make out where your character and any enemies are, in other words)? Other than that one concern (which probably only affects a small minority of the playerbase), this is a nice addition to the game.
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Re: [MAP RL] Mine Booster Pack 1.0

Postby BanalityDUFF » Tue Dec 01, 2009 10:17 am

BlastTyrant wrote:I've only had one new chunk show up, but it was certainly noticeable and different. I do have one concern, though; if you have the Render Behind Walls (or whatever it's called) option disabled, the full-on tunnel sections are basically 100% blind. Is it possible to mess with the transparency of the "roof" so it's, say, 20% transparent (just enough to make out where your character and any enemies are, in other words)? Other than that one concern (which probably only affects a small minority of the playerbase), this is a nice addition to the game.


hmmmm . . . i never even thought about that! my bad.

i may just remove the roof from the top section of covered tunnel so if you don't want to brave the dark you don't need to.

thanks for the feedback :D

i have my shadow vault set to only mines and it still took seven levels before one of my chunks showed up :|
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Re: [MAP RL] Mine Booster Pack 1.0

Postby EstanMicaliur » Tue Dec 01, 2009 11:14 am

I have an idea! Make an Infravision spell/scroll/effect! That way you won't have to worry about wandering in to dark corridors without RBW on.


Either that, or, um...turn on RBW?
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Re: [MAP RL] Mine Booster Pack 1.0

Postby Gale » Tue Dec 01, 2009 12:36 pm

Those chunks look awesome! (haven't tested... yet!). Hopefully you keep doing more chunks for different tilesets, more variety = more fun. :)
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Re: [MAP RL] Mine Booster Pack 1.0

Postby VandalD » Tue Dec 01, 2009 7:31 pm

Just encountered your entrance chunk after making a new character. I got totally surrounded by a named mob and his friends right after appearing. Some of them spawned (and died from my ranged weapon) in an inaccessible area behind the entrance. Seems you made the property node by the entrance a Jump Down Area instead of a No Spawn Region. I'm assuming that wasn't intentional. :D

Hoping to run into more of your chunks!
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Re: [MAP RL] Mine Booster Pack 1.0

Postby BanalityDUFF » Tue Dec 01, 2009 7:57 pm

^

oh, that's terrible. haha.

i will pop it open and have a look, i think version 1.0a is coming sooner than i imagined :o

-edit-

yeah it is a Jump Down, which is funny because I don't even have an spawners on that chunk so it's not like I copy pasted it. Oh well!
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Re: [MAP RL] Mine Booster Pack 1.0a

Postby BanalityDUFF » Tue Dec 01, 2009 9:47 pm

has being updated, hit the runic fansite link for now, i'll update my own site later.

i have taken snaps of ingame from NS and EW, will post them up later.

Cheers!

Oh, just dl the new version and copy/paste over top of the old one. Should sort it out all nicely. :D
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Re: [MAP RL] Mine Booster Pack 1.0

Postby BlastTyrant » Thu Dec 03, 2009 8:40 am

BanalityDUFF wrote:i may just remove the roof from the top section of covered tunnel so if you don't want to brave the dark you don't need to.

The tunnel sections are really neat, and I'd hate to see them removed (they do add a lot of flavor). Really, as long as there aren't a whole buttload of mobs in the tunnels, it's probably fine as-is. One more thing that I thought of: Is there any way you could add a bit of visual indication of where "blind" tunnel entrances are?

VandalD wrote:Just encountered your entrance chunk after making a new character. I got totally surrounded by a named mob and his friends right after appearing.

Note: This is my personal opinion.

I also had a bit of a scare on one of the entrances. Small platform (maybe 20 foot square if it were real) with two trolls and a half-dozen ratmen at the bottom of a stair-like section. I barely made it out of that alive (VHHC Ironman Alchemist, so just about worst-case scenario, but still). I'm not a big fan of the "dead before you can react" thing (see a certain Palace phase portal map...), and I could see that potentially turning into one. Controlled (and controllable) "OH, ****!" moments aren't so bad now and again, but you have to get that balance right between danger of and certainty of death.
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Re: [MAP RL] Mine Booster Pack 1.0a

Postby BanalityDUFF » Thu Dec 03, 2009 10:15 am

^
eek. would have felt very awful if i were the cause of death of someone's HC char! (if you haven't yet, grab the updated ver, i've fixed the no jump to a no spawn so everything *should* be fine now).


also, i'm slowly starting to work on some new chunks to boost the boost pack.
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Re: [MAP RL] Mine Booster Pack 2.0

Postby BanalityDUFF » Sun Dec 13, 2009 6:31 pm

*bump*

Update released. Added 5 new chunks to bring the total up to 10.

I think my new chunks beat the snot out of my other ones and make me a bit embarrassed that i released them, ha. But hey, it's all learning, right? :D

But yup. Post has being updated with editor shots of all levels, patch notes and dl links.

Cheers ears.
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Re: [MAP RL] Mine Booster Pack 2.0

Postby Dojo » Mon Dec 14, 2009 2:08 am

One of the best/most clean modding so far. Great work!
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Re: [MAP RL] Mine Booster Pack 2.0

Postby TormakSaber » Mon Dec 14, 2009 2:09 am

Super duper! * downloads!*
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Re: [MAP RL] Mine Booster Pack 2.0

Postby Jonaleth » Mon Dec 14, 2009 6:16 am

We seriously need more mods like this for the other tilesets :P Thanks a million for the update btw :mrgreen:
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Re: [MAP RL] Mine Booster Pack 2.0

Postby Vagrant » Mon Dec 14, 2009 7:30 am

I don't have much to add to what others have said, but this mod has a proud place in my little collection. I've seen some of the chunks and they really were an interesting addition, quite pleasing to have things mixed up a bit there with some new content. And there's yet more content, now!

You're great at aesthetic design too from the chunks I saw, and they really add to the game. So indeed, thank you for all the hard work you've put into your project!
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Re: [MAP RL] Mine Booster Pack 2.0

Postby BanalityDUFF » Mon Dec 14, 2009 2:58 pm

cheers for the positive feedback ! :P

(if ya find any weird bits just lemme know and i'll fix 'em up asap.)
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