[MAP] Goblin Stronghold Campaign v1.05

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[MAP] Goblin Stronghold Campaign v1.05

Postby Arachnia » Sat Jan 16, 2010 9:12 pm

NOTE: If imageshack starts complaining I'll move the pics to my own hosting.

With the defeat of the Goblin Gate Commander, many goblins have fled to the safety of the stronghold. Those that have dared to go further than the Courtyard have paid the price for their cowardice. The Taskmaster has projected his image at the entrance and continues to annihilate anyone who attempts to enter the Stronghold. However, while projecting his image from elsewhere, he is immobile, vulnerable and less powerful in the flesh.

Gate Screenshots:
ImageImageImageImageImage

Courtyard Screenshots:
ImageImageImageImageImage

~~~Version Changes:~~~
Note: Yes, The Taskmaster is supposed to sound the way he does. You will find out why.
Note: There are 3 failsafes to prevent the courtyard boss fight from breaking (that is why the logic looks so crazy). There is still one way to break it (quit the game mid fight), but it will fix itself within the next 10% of the boss's health being depleted.
Note: Hardcore Players, do not even attempt to play this. You WILL die at least once. It is designed that way.

~~~~~~

v1.05: Hotfix
* Renamed all levels and redirected portals accordingly. Did this to ensure everyone gets a fresh start. When updating please make sure you move your character to town first, then DELETE any older version before installing.

~~~~~~

v1.04:
Courtyard:
* New map! The second level of the Goblin Stronghold Campaign. Beat the Gate level to move on to this one.

Gate:
* Fixed various line of sight issues that were present for ranged classes.
* Fixed respawn point so that resurrecting on the level does not reset the event.
* Tuned the event down for Hard and Very Hard players, as well as for a performance increase. (Slightly less mobs per wave, and new waves will not trigger until all mobs from the previous wave are dead. In some cases less than all.)
* Removed redundant ..media/units/monsters/goblin_warrior
* Removed scroll from vendor. Just use the portal please.

~~~~~~

v1.03:
Gate:
* Fixed event breaking on level exit (no seriously). Now there is a trigger sphere located under the Exit/Entrance portal that will reset the entire event if you so much as walk on top of it. It is set to despawn every mob on the map as well. Also in the interest of hindering workarounds, town portal can no longer be cast on the map.
* Goblin Gate Commander will now despawn all remaining monsters on the map upon death, as well as disables the map's reset functionality (see above).
* Horn set to go off after every wave and can be heard anywhere on the map.

~~~~~~

v1.02:
Gate:
* Removed a reset lever that I usually only leave in for my testers. Oops...

~~~~~~

v1.01:
Gate:
* (..Still Broken..)-Fixed event breaking on level exit. Now if you leave and come back to the Gate level from town, the whole level and event resets. (originally intended this way)
* Added exit to Courtyard. Activated when the Gate Commander is killed. (Courtyard is currently a placeholder map)

~~~~~~

Download Locations:

Torchlit
Torchlight Mods
My Project Site


.
Last edited by Arachnia on Sat Jan 30, 2010 7:11 pm, edited 30 times in total.
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Re: Goblin Stronghold Campaign (Teaser)

Postby ombra » Sun Jan 17, 2010 2:53 am

very good Job, can't wait to play this campaign! Good luck!
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Re: Goblin Stronghold Campaign (Teaser)

Postby zebramatt » Sun Jan 17, 2010 2:59 am

Awesome.
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Re: Goblin Stronghold Campaign (Teaser)

Postby Arachnia » Mon Jan 18, 2010 7:38 pm

Excellent, well I continue to work on it. I'll be finishing off the lighting on the gate map and perhaps tune it to be a little easier.

Currently I am setting up a simple project site but the following testing has been done over the last day or two by myself and friends.

Alchemist lvl 1-12 Easy Mode: Could not complete the event. Multiple deaths per wave.
Vanquisher lvl 1-18 Very Hard mode: Could not get past the first wave.
Alchemist lvl 38 Normal Mode: (Ember Lance build) Could not complete the event.
Destroyer lvl 37 Easy Mode: (Spectral Echo build) Completed, used a few health pots. Died occasionally (about once every other run-through).
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Re: Goblin Stronghold Campaign

Postby Arachnia » Tue Jan 19, 2010 9:30 am

Original post updated with download links for the first level of the campaign. I finally got it about like I wanted it so I figured I should release and move on to the next map.

However I am not sure if this thread is in the right section now that it is available for download and testing. If not I would appreciate it moved to the proper location.
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Re: Goblin Stronghold Campaign v1.03

Postby jadewah » Fri Jan 22, 2010 3:27 pm

Looks nice. I'll download and try it out.

Also, as you said, this thread should be moved... to Mod Showcase section.
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Re: Goblin Stronghold Campaign v1.03

Postby Asmodeo » Fri Jan 22, 2010 4:21 pm

Wow looks great, good job man :) I'll download it



I've just found a bug in Version 3.0:

Tarn the Merchand dont sell the map :? but i've found the error and fix it :

open MERCHANT_GENERAL_INVENTORY file located at mods\goblin_stronghold\media\spawnclasses

Replace "<STRING>NAME:Goblin Stronghold" with "<STRING>NAME:goblin_stronghold_gate"
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Re: Goblin Stronghold Campaign v1.03

Postby goro3d » Fri Jan 22, 2010 5:41 pm

Will this conflict with any other mods if not I wanna check this out and btw great job !
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Re: Goblin Stronghold Campaign v1.03

Postby Pole » Sat Jan 23, 2010 1:17 am

No it dosen't conflict with any of the mods I have been using or making.
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Re: Goblin Stronghold Campaign v1.03

Postby Arachnia » Sat Jan 23, 2010 6:59 am

Asmodeo wrote:Wow looks great, good job man :) I'll download it



I've just found a bug in Version 3.0:

Tarn the Merchand dont sell the map :? but i've found the error and fix it :

open MERCHANT_GENERAL_INVENTORY file located at mods\goblin_stronghold\media\spawnclasses

Replace "<STRING>NAME:Goblin Stronghold" with "<STRING>NAME:goblin_stronghold_gate"


Thanks for finding this problem. It will be fixed in the next release. :) Glad people are liking it. I found another problem with some of the dirt blends causing LOS problems for ranged classes. I've been making sure all such minor issues are not present as I build the next level.

jadewah wrote:Looks nice. I'll download and try it out.

Also, as you said, this thread should be moved... to Mod Showcase section.


Yeah, it's been moved now :)
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Re: Goblin Stronghold Campaign v1.03

Postby Arachnia » Sat Jan 23, 2010 12:41 pm

Just a couple of shots of the next level in the campaign, to show where I am at in the building stage. Most of the towers are generic stand-ins I use. They'll actually look cool later on. Lots of lighting needed but the ground and general layout is the way I want it. Few more days left till it is where it will need to be for a release.

ImageImageImageImage
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby goro3d » Sat Jan 23, 2010 3:14 pm

Haha looking good can't wait for the next release!
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby freddy » Sun Jan 24, 2010 7:59 am

i think i found a bug. if you have knockback on your equip/skill and you knock back the boss behind the gate, he's not able to go in front of it anymore. there seems to be an invisible wall that prevents him from following you. you just can hit him sometimes, but because of the knockback, there is max 1 hit and you have to wait some seconds again for him to come back as close as possible to you.

greetz
freddy

edit: i forgot to say: very nice looking custom enviroment! i really love non-dungeon custom maps. great work!
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby Arachnia » Sun Jan 24, 2010 11:09 am

freddy wrote:i think i found a bug. if you have knockback on your equip/skill and you knock back the boss behind the gate, he's not able to go in front of it anymore. there seems to be an invisible wall that prevents him from following you. you just can hit him sometimes, but because of the knockback, there is max 1 hit and you have to wait some seconds again for him to come back as close as possible to you.

greetz
freddy

edit: i forgot to say: very nice looking custom enviroment! i really love non-dungeon custom maps. great work!


Okay I took a closer look at the gate pieces. Apparently the supports for the bridge are acting as the invisible wall (I meant for there to be no way to get past the gate anyway). Only problem is there is a little gap inbetween them that while a player can not fit through it, a monster can be forced through the crack (but not walk through it normally). I can either redo the bridge and use something other than those supports, or I can add a line of real invisible walls without a break in them. Alternatively I might be able to make the boss immune to knockback. In the meantime fight him away from the gate ;)

(goblins sometimes get stuck back there on their own when jumping down. part of the reason I had the boss despawn everything on death...but I never thought the boss would get stuckaroo back there)

Thanks for finding this problem and thanks for the compliments. I think you will fall in love with the next map if that's the case :)
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby asd123 » Mon Jan 25, 2010 7:40 pm

Spam Removed |^)
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby goro3d » Mon Jan 25, 2010 10:40 pm

And spam from the d@mn bot what a waste space!
BTW sounding great will check it out soon!
Again great job :)!
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby Arachnia » Tue Jan 26, 2010 6:45 am

goro3d wrote:And spam from the d@mn bot what a waste space!
BTW sounding great will check it out soon!
Again great job :)!


I haven't updated since 1.03 yet. I am still working on the courtyard. Got delayed by real life stuff. 360 started giving me the ring of death yesterday too so I didn't feel like doing much. :(

I'll be hauling butt today and tomorrow and hopefully get a new version out.
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby TorchLeech » Tue Jan 26, 2010 3:21 pm

Your file

\media\units\monsters\GoblinWarrior\goblinwarrior.dat

contains a hard reference to your local mod directory - should be relative:

Code: Select all
<STRING>BASEFILE:c:/users/admin/application data/runic games/torchlight/mods/goblin_stronghold/media/units/monsters/goblingatecommander.dat
TorchLeech - a free mod manager for Torchlight. --- powered by Runic Games Fansite.
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Re: [MAP] Goblin Stronghold Campaign v1.03

Postby Arachnia » Tue Jan 26, 2010 3:53 pm

TorchLeech wrote:Your file

\media\units\monsters\GoblinWarrior\goblinwarrior.dat

contains a hard reference to your local mod directory - should be relative:

Code: Select all
<STRING>BASEFILE:c:/users/admin/application data/runic games/torchlight/mods/goblin_stronghold/media/units/monsters/goblingatecommander.dat


Actually, that's not even supposed to be in there in the first place and I have no idea how it got there lol. Has nothing to do with the gate commander at all since the real commander is goblingatecommander2.dat. It's been removed from the upcoming next release. Thanks for pointing it out for me :)
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