[MOD][MAP] Forgotten Fortress of Rukom - UPDATED

Want to share your mod with the world? Feel free!

[MOD][MAP] Forgotten Fortress of Rukom - UPDATED

Postby Geosmores » Tue Dec 01, 2009 8:26 pm

Howdy All

Here is a new map pack / dungeon using the Fortress tileset.
The pack consist of 5 new chunks that will match the existing fortress chunks. They should come into play during random dungeons. The maps have quest points for random quest.
There is also a portal scroll available to transport you to complete dungeon using only the new chunks. This dungeon uses an undead spawnclass to fit with the theme of an ancient forgotten fortress. The scroll can be purchased by anyone level 7 or higher.

Not much in the way of puzzles in these, I just wanted to sit down and work out some maps to get a feel for the map editor. So I hope you enjoy.
All comments are welcomed and please let me know it you find any bugs or other issues.

Update December 3rd 2009

Fixed various collision issues
Fixed various spawning issues
For theme reasons changed the Rock Troll Champion to spawn with Skeletons rather than rat men
Changed the encounter at the vault (end first floor), a different/new boss (the undead Rukom) spawns now along with some zombies.


http://www.runicgamesfansite.com/torchlightmods/node/297

Edit added some screenshots
Image
By geosmores at 2009-12-02
Image
By geosmores at 2009-12-02
Image
By geosmores at 2009-12-02
Image
By geosmores at 2009-12-02
Last edited by Geosmores on Thu Dec 03, 2009 9:57 am, edited 2 times in total.
User avatar
Geosmores
 
Posts: 160
Joined: Sat Nov 28, 2009 7:21 am
Location: Dallas, Texas

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby AttackGorilla » Tue Dec 01, 2009 10:06 pm

please post images of the dungeon. Thanks.
User avatar
AttackGorilla
 
Posts: 1456
Joined: Wed Jun 10, 2009 3:07 pm
Location: Orange County Zoo, CA

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby TomaLexi » Wed Dec 02, 2009 2:00 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 (:

Forgotten Fortress of Rukom
The pack consist of 5 new chunks that will match the existing fortress chunks. They should come into play during random dungeons and in a map containing only these chunks.
http://forums.runicgames.com/viewtopic.php?f=20&t=8539

And screenshots would be indeed very appreciated. (:
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
User avatar
TomaLexi
 
Posts: 300
Joined: Wed Nov 11, 2009 10:12 am

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby Voj » Wed Dec 02, 2009 6:36 am

Gonna try it with a hardcore character. If you put in some unbeatable, 1 shotting boss in it I'll hunt you down :lol:
User avatar
Voj
 
Posts: 149
Joined: Fri Nov 06, 2009 7:58 pm
Location: Canada

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby valdr » Wed Dec 02, 2009 12:19 pm

Great! i think I'm pretty bored already with existing fortress chunks it's awesome addition. It's great to see the mod showcase is filled with new chunk mods.
valdr
 
Posts: 131
Joined: Mon Nov 09, 2009 4:27 pm

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby gorogorosama » Wed Dec 02, 2009 4:43 pm

Looks cool. I do love me some floor traps. Will give it a try tonight.
User avatar
gorogorosama
 
Posts: 200
Joined: Sun Nov 15, 2009 8:33 pm
Location: Ukraine

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby Enigmers » Wed Dec 02, 2009 4:53 pm

I love the dwarven fortress tileset, and this map looks great, I'll give it a shot.
Enigmers
 
Posts: 137
Joined: Sat Oct 31, 2009 12:50 pm

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby StonerMk2 » Wed Dec 02, 2009 5:15 pm

Looks awesome man, ill give it a try :D
Image
User avatar
StonerMk2
 
Posts: 103
Joined: Wed Oct 28, 2009 2:50 am
Location: Toledo, OH

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby gorogorosama » Wed Dec 02, 2009 8:34 pm

Alright, I've played through it. In general it was really well done. It could pretty much blend seamlessly with the runic levels, so that's a definite plus. I also thoroughly enjoyed all the additional water in the fortress.

My major concern was the floor1 exit chunk, specifically the vault / overseer thing. First, the vault was annoyingly far back from the lever that triggered it. I knew what that lever did, but didn't see why it had to be so far away from the vault door. And then I randomly ran into the Overseer? I didn't mind randomly running into something while backtracking, that's good. But the OVerseer seemed a little out of place. He also was poorly balanced. I was a level 31 Vanquisher and he offered me no challenge. He just had an annoying amount of health.

There were a few minor issues. Some tiles were set to non-collidable when there wasn't a logical reason (ie it seemed like i should be able to walk on them) One of these was above a door that spawned the mini-overseer dudes. I just think you should put more debris there or something. Also there was one mini-overseer (forget what they're called) that was stuck in a wall. I guess he didn't want to come out of his spawning place. Finally, even though I have a fondness for the rat foremen, it seemed odd to have the enemy-theme change on the second floor. If you want to add them to the first floor that would be fine, but I'd keep it consistent across the dungeon (of course that's just me. others may like the variety).

Overall though it played very well! I certainly am fond of your release format :P

Rock on
User avatar
gorogorosama
 
Posts: 200
Joined: Sun Nov 15, 2009 8:33 pm
Location: Ukraine

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby Geosmores » Thu Dec 03, 2009 6:05 am

gorogorosama wrote:Alright, I've played through it. In general it was really well done. It could pretty much blend seamlessly with the runic levels, so that's a definite plus. I also thoroughly enjoyed all the additional water in the fortress.


Thanks. The levels were meant to blend as close to possible to the original set, these levels were mostly a training exercise for me to get to know the editor.

gorogorosama wrote:My major concern was the floor1 exit chunk, specifically the vault / overseer thing. First, the vault was annoyingly far back from the lever that triggered it. I knew what that lever did, but didn't see why it had to be so far away from the vault door. And then I randomly ran into the Overseer? I didn't mind randomly running into something while backtracking, that's good. But the OVerseer seemed a little out of place. He also was poorly balanced. I was a level 31 Vanquisher and he offered me no challenge. He just had an annoying amount of health.


The Vault. I personally dislike games that have devices such as levers to do something and the something is in the same place. So I decided to put the lever a bit away from the door (which in someways is logical for a vault door). I also dislike games that make you run back and forth to do pointless stuff over the same section of map. So the lever is by the exit so if the player decides to go figure it out, it is up to them. If I am going to have the player go back I might as well have something else happen, in Torchlight that is going to be a Monster or two. The Lich was an intentional selection for the fact that he did have a bunch of hit points, but his purpose is not fully implemented in the final version. Orginally what happened was that when you started to fight the Lich a large number of other monsters spawned and continued to spawn until you killed the Lich, so he was sort of a timer. There was a way to break the encounter that I did not resolve so I just took out the spawning monsters. I believe I may have a way to fix it now so I think I will go back an add it back in.


gorogorosama wrote:There were a few minor issues. Some tiles were set to non-collidable when there wasn't a logical reason (ie it seemed like i should be able to walk on them) One of these was above a door that spawned the mini-overseer dudes. I just think you should put more debris there or something. Also there was one mini-overseer (forget what they're called) that was stuck in a wall. I guess he didn't want to come out of his spawning place. Finally, even though I have a fondness for the rat foremen, it seemed odd to have the enemy-theme change on the second floor. If you want to add them to the first floor that would be fine, but I'd keep it consistent across the dungeon (of course that's just me. others may like the variety).


I will go back and check all the tiles, I made some mistakes early on in copying tiles that I had set to either no collision or were no shadow version (not completely understanding how to do every thing), I thought I caught them all, but I guess I did not. I will go back and check them again. I will see if I can find that mini overseerer.
I agree that the rat foremen do not fit theme, and for the life of me I can not see where they come from, there are no rat foremen in the spawnclasses and both floors use the same spawnclasses. I think they may come with one of the champions, I will go a little deeper in the all the spawnclasses to see were they are coming from.

gorogorosama wrote:Overall though it played very well! I certainly am fond of your release format :P
Rock on


Thanks for all the comments, and your "Aegis Maps" were the inspiration for these. I was working on a Sunken Temple set, but I stop those for now since I saw you working on a set (I really dislike working with that set). I was mainly working on with that set because I had just figured out how to make a new Poison Gas trap and it fit.
I am currently working on a 6 or 7 chunk Palace set next.

Geo
User avatar
Geosmores
 
Posts: 160
Joined: Sat Nov 28, 2009 7:21 am
Location: Dallas, Texas

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby gorogorosama » Thu Dec 03, 2009 10:12 pm

[quote="Geosmores]The Vault. I personally dislike games that have devices such as levers to do something and the something is in the same place. [/quote]

I completely agree with you on this. I thought a lot of the levers in the Runic chunks were... poorly implemented. You either had a lever that opened the door it was right in front of (in which case, what's the point?) or it would open some secret door in some random place that I wouldn't even notice. Of course there were some great exceptions. Anyway. I think your principle behind it was solid. What may make it better is if you could see the lever from the Vault door but just couldn't reach it. I remember one place in your level where some Skeletons jumped down from a higher ledge to the east, and then later after I walked around and headed west I got to that same ledge. I thought that part was great, and you could do something similar if you put the lever there, so you could see the lever from the door and vice versa, but still had to walk around if you wanted to. Just a thought. I also think the idea of spice-ing it up for the player on his back-track is great, and look forward to the fixed version.

Also I think the mini-overseer who got stuck was in the first batch of those that I encountered. Hopefully that makes your search easier.

[quote="Geosmores]Thanks for all the comments, and your "Aegis Maps" were the inspiration for these. I was working on a Sunken Temple set, but I stop those for now since I saw you working on a set (I really dislike working with that set).[/quote]

Haha, well I am flattered, but definitely don't stop working on anything on my behalf. I look forward to seeing your Palace set!
User avatar
gorogorosama
 
Posts: 200
Joined: Sun Nov 15, 2009 8:33 pm
Location: Ukraine

Re: [MOD][MAP] Forgotten Fortress of Rukom

Postby Geosmores » Fri Dec 04, 2009 5:14 am

gorogorosama wrote: What may make it better is if you could see the lever from the Vault door but just couldn't reach it. I remember one place in your level where some Skeletons jumped down from a higher ledge to the east, and then later after I walked around and headed west I got to that same ledge. I thought that part was great, and you could do something similar if you put the lever there, so you could see the lever from the door and vice versa, but still had to walk around if you wanted to. Just a thought. I also think the idea of spice-ing it up for the player on his back-track is great, and look forward to the fixed version.


Good point and idea. That should be pretty easy to implement.

gorogorosama wrote:Also I think the mini-overseer who got stuck was in the first batch of those that I encountered. Hopefully that makes your search easier.


I thought that was it, I found a full tile sticking out under the diagonal wall which left a little spot to get stuck. I think I fixed it.

Geosmores wrote:Thanks for all the comments, and your "Aegis Maps" were the inspiration for these. I was working on a Sunken Temple set, but I stop those for now since I saw you working on a set (I really dislike working with that set).


gorogorosama wrote:Haha, well I am flattered, but definitely don't stop working on anything on my behalf. I look forward to seeing your Palace set!


I am just setting it aside for a few weeks, I would rather (as a community) try to get some extra tiles done for all the sets first, plus as you pointed out in another thread the Suken Temple tile set is a bit of a pain to work with.
User avatar
Geosmores
 
Posts: 160
Joined: Sat Nov 28, 2009 7:21 am
Location: Dallas, Texas

Re: [MOD][MAP] Forgotten Fortress of Rukom - UPDATED

Postby Lathlas » Fri Dec 04, 2009 12:14 pm

I can't believe that noone has pointed this out yet, but there's a typo on your maps name:
Code: Select all
<TRANSLATE>DISPLAYNAME:Map Scroll Runied Fortress of Rukom

It should be:
Code: Select all
<TRANSLATE>DISPLAYNAME:Map Scroll Ruined Fortress of Rukom
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
Lathlas
 
Posts: 330
Joined: Mon Nov 09, 2009 9:23 pm
Location: Virginia

Re: [MOD][MAP] Forgotten Fortress of Rukom - UPDATED

Postby Undeadgamer » Fri Dec 04, 2009 12:39 pm

Noticed it too, once again my OCD kicking in, just like I got annoyed by your "gem seller", when it sold trinkets. Glad you fixed that, Lathlas.
"I'm no hero. Never was, never will be. I'm just an old killer, hired to do some wet work." - Solid Snake.
User avatar
Undeadgamer
 
Posts: 50
Joined: Wed Nov 25, 2009 12:16 pm
Location: Texas, U.S.

Re: [MOD][MAP] Forgotten Fortress of Rukom - UPDATED

Postby Geosmores » Fri Dec 04, 2009 2:11 pm

Lathlas wrote:I can't believe that noone has pointed this out yet, but there's a typo on your maps name:
Code: Select all
<TRANSLATE>DISPLAYNAME:Map Scroll Runied Fortress of Rukom

It should be:
Code: Select all
<TRANSLATE>DISPLAYNAME:Map Scroll Ruined Fortress of Rukom



Thanks for the catch on my very bad spelling. It has been changed, it will be changed in the next version with the revised lever location

Geo
User avatar
Geosmores
 
Posts: 160
Joined: Sat Nov 28, 2009 7:21 am
Location: Dallas, Texas

Re: [MOD][MAP] Forgotten Fortress of Rukom - UPDATED

Postby civi » Fri May 14, 2010 8:19 pm

Excellent mod! I like it even when I lost 2 hardcore characters in those maps :D Not your map's fault, though, I was somewhat careless...
civi
 
Posts: 27
Joined: Fri May 14, 2010 6:56 pm

Re: [MOD][MAP] Forgotten Fortress of Rukom - UPDATED

Postby Faks » Thu Sep 23, 2010 4:33 am

yeah looks nice but link is dead ....
User avatar
Faks
 
Posts: 16
Joined: Wed Jul 21, 2010 6:15 pm
Location: Azeroth/Lorencia



Return to Mod Showcase

Who is online

Users browsing this forum: No registered users and 4 guests