Post your Level Designs

Discuss Torchlight level modding.

Re: Post your Level Designs

Postby Wayback » Sat Nov 21, 2009 7:14 am

Wayback wrote: is there a special trick to get linked layout items like candles, torches, water splashes, etc, show up in game?


Figured this out. Turns out if you run the map in game and then add to it, you'll need to blow away the .adm and .cmp files so it will regenerate them with all the added items.
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Re: Post your Level Designs

Postby Shardz » Sat Nov 21, 2009 9:05 am

Wayback wrote:
Wayback wrote: is there a special trick to get linked layout items like candles, torches, water splashes, etc, show up in game?


Figured this out. Turns out if you run the map in game and then add to it, you'll need to blow away the .adm and .cmp files so it will regenerate them with all the added items.


That is good to know. I'm still waiting for my map to show up in the game and I'm now trying those inclusives that you posted. *sigh* I think the MMO will be out before I ever see my maps in the game. lol
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Re: Post your Level Designs

Postby Juno » Sat Nov 21, 2009 9:16 am

Wayback wrote:In the palate you can filter by water rather than level type and it will show up. I believe it is originally part of the cave set.


Indeed. I added it as a layout link object, so navigate to the prop the same way you would to torches and etc.
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Re: Post your Level Designs

Postby Wayback » Sat Nov 21, 2009 9:26 am

Shardz wrote:
Wayback wrote:
Wayback wrote: is there a special trick to get linked layout items like candles, torches, water splashes, etc, show up in game?


Figured this out. Turns out if you run the map in game and then add to it, you'll need to blow away the .adm and .cmp files so it will regenerate them with all the added items.


That is good to know. I'm still waiting for my map to show up in the game and I'm now trying those inclusives that you posted. *sigh* I think the MMO will be out before I ever see my maps in the game. lol


Easiest way I found to get my chunk to show up was to remove all the other strata types from the Shadow Vault and just use the crypt and keep on running until it pops up.
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Re: Post your Level Designs

Postby Shardz » Sat Nov 21, 2009 10:32 am

Wayback wrote:
Easiest way I found to get my chunk to show up was to remove all the other strata types from the Shadow Vault and just use the crypt and keep on running until it pops up.


How do I do this exactly? I would think that after 10 days my map would show up, but I guess I have to do something else cause my methods aren't effective for testing.
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Re: Post your Level Designs

Postby Wayback » Sat Nov 21, 2009 11:22 am

It is under the 'Dungeons' tab, titled randomdungeonpool.dat. It will have a list of the different stratas that the Shadow Vault calls on from randomdungeon.dat (you don't need to touch that file). Just remove everything but the crypt and every single level you traverse will be in the crypt.
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Re: Post your Level Designs

Postby gorogorosama » Sat Nov 21, 2009 12:46 pm

Alternatively to changing the shadow vault, you can just make a new dungeon that ONLY has your chunks in it, then create a portal to that.

Cranked out another dungeon. It's a 1x1SINGLE_ROOM_PORTAL, since that chunk got VERY repetitive for me in the actual game. It's my tallest chunk yet!

Image
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Re: Post your Level Designs

Postby AppS » Sat Nov 21, 2009 1:44 pm

Spent a week doing this and learning how to use the editor. Still has alot more work :D
Image
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Re: Post your Level Designs

Postby Wayback » Sat Nov 21, 2009 4:08 pm

Here is my second chunk's basic layout, The Cloister:

Image

Once it is all decorated, it will look like a ruined cathedral/sepulcher All the player trigger sections are to hide/unhide large sections of the high walls so that the player can see themselves but also see the scenery when it will not interfere with vision.
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Re: Post your Level Designs

Postby Juno » Sat Nov 21, 2009 5:11 pm

I LOVE that design, and your idea of hiding and unhiding regions using triggers is pretty clever. I can't wait to see it finished!

I also find it interesting how you've placed a bunch of objects for quick usage outside of the map. I think I just might use that technique myself, as making a new layout object and finding the appropriate model each time is a bit lengthy.
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Re: Post your Level Designs

Postby Wayback » Sat Nov 21, 2009 6:04 pm

Can't claim innovation on that sadly. Loading the built in crypt_template.layout gave that to me.


Edit: for easy access, it is underthe following: media\layouts\crypt\crypttemplate.layout The same applies to the other strata I imagine.

My goal, by the new year, is to add 2 new chunks per compass type, including exits and entrances.
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Re: Post your Level Designs

Postby Shardz » Sat Nov 21, 2009 6:32 pm

Wayback wrote:It is under the 'Dungeons' tab, titled randomdungeonpool.dat. It will have a list of the different stratas that the Shadow Vault calls on from randomdungeon.dat (you don't need to touch that file). Just remove everything but the crypt and every single level you traverse will be in the crypt.


I wonder if I have the same game you guys do. Torchlight by Runic games right? I made a custom randomdungeonpool.dat and put it in media/dungeons (where I found the original in the editor and edited it accordingly and put it in my mods folder - same media/dungeons.

Spoiler: show
[DUNGEON]
<STRING>NAME:RandomDungeonPool
<FLOAT>MONSTER_LVL_MULT:
<INTEGER>PLAYER_LVL_MATCH_MIN:
<INTEGER>PLAYER_LVL_MATCH_MAX:
<TRANSLATE>DISPLAYNAME:Lost Catacombs
<BOOL>VOLATILE:1
[STRATA0]
<STRING>RULESET:media/layouts/crypt/rules.dat
<INTEGER>FLOORS:1
<INTEGER>WEIGHT:100
<STRING>MONSTERSPAWNCLASS:RANDOMDUNGEONCRYPTMONSTERS
<FLOAT>MONSTERS_PER_METER_MIN:.019
<FLOAT>MONSTERS_PER_METER_MAX:.022
<STRING>CHAMPIONSPAWNCLASS:MONSTERSETCHAMPION_GOTHIC
<STRING>PROPSPAWNCLASS:PROPS_CRYPT
<STRING>FORMATIONS:media/formations/crypt_floor1.dat
<STRING>NPCSPAWNCLASS:NPCS
<FLOAT>NPCS_MIN:1
<FLOAT>NPCS_MAX:1
<STRING>CREEPSPAWNCLASS:MINECREEPS
<FLOAT>CREEPS_PER_METER_MIN:.003
<FLOAT>CREEPS_PER_METER_MAX:.003
<STRING>FISHSPAWNCLASS:FISH_SPAWN_CRYPT
<BOOL>MONSTERSPAWNCLASSRANDOMIZED:1
<STRING>QUESTCHAMPIONSPAWNCLASS:MONSTERSETCHAMPION_GOTHIC
[/STRATA0]
[/DUNGEON]


My crypt rules.dat is as follows;

Spoiler: show
[LEVEL]
<STRING>NAME:Crypt
<FLOAT>TILEBASIS:4
<FLOAT>CHUNKWIDTHBASIS:25
<FLOAT>CHUNKHEIGHTBASIS:25
<BOOL>REQUIRESEXIT:1
<BOOL>SHOWFLOORNUMBER:1
<TRANSLATE>LEVELNAME:Tomb of the Awakened
<STRING>MUSIC:../music/crypt.ogg
<STRING>SKYBOX:media/skyboxes/crypt/crypt_sky.mesh
<STRING>MAINMENURULES:media/layouts/mainmenus/mainmenu_cryptrules.dat
<INTEGER>AMBIENT RED:74
<INTEGER>AMBIENT GREEN:74
<INTEGER>AMBIENT BLUE:74
<INTEGER>MATERIAL AMBIENT RED:92
<INTEGER>MATERIAL AMBIENT GREEN:92
<INTEGER>MATERIAL AMBIENT BLUE:92
<INTEGER>DIRECTIONAL RED:238
<INTEGER>DIRECTIONAL GREEN:219
<INTEGER>DIRECTIONAL BLUE:155
<FLOAT>DIRECTIONAL X:40
<FLOAT>DIRECTIONAL Y:150
<FLOAT>DIRECTIONAL Z:-40
<FLOAT>DIRECTIONAL INTENSITY:1.9
<INTEGER>FOG RED:28
<INTEGER>FOG GREEN:49
<INTEGER>FOG BLUE:47
<INTEGER>FOG START:24
<INTEGER>FOG END:45
<FLOAT>REGIONBOUNDS X:40
<FLOAT>REGIONBOUNDS Y:33
<FLOAT>REGIONBOUNDS Z:40
<STRING>LEVELPARTICLE:media/layouts/crypt/Environment.layout
<FLOAT>CAMERAMULT:1
<INTEGER>MINCHUNKS:2
<BOOL>RANDOMIZED:1
<INTEGER>MAXCHUNKS:3
<BOOL>POPULATE:1
<BOOL>ORTHOGRAPHICSHADOWS:0
[CHUNKTYPE]
<STRING>NAME:1X1NS
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<STRING>FOLDER:1X1NS
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[INCLUSIVE_FILES]
<STRING>FILE:1x1_NS_JD_A
<STRING>FILE:1x1_NS_JD_B
<STRING>FILE:1x1_NS_PB_A
<STRING>FILE:1X1_NS_Shardz_A
[/INCLUSIVE_FILES]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1NE
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1NW
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1SE
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1SW
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EW
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_N
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_S
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_E
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_W
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_N
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_S
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_E
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_W
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[/LEVEL]


I go back into the Shadow Vault (level 49 now) and enter the next level and it's the Black Palace. :roll: I'm really starting to get frustrated with this to the point of giving up completely. There's no use wasting my time if my chunks won't show up in the game.
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Re: Post your Level Designs

Postby Omnifas » Sat Nov 21, 2009 6:37 pm

I noticed that my Rage Destroyer effects didn't apply to my existing Destroyers(created and saved before the mod) when I first tested it, so I guess a similar effect is happening. Have you tested it with a new character yet?
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Re: Post your Level Designs

Postby Wayback » Sat Nov 21, 2009 6:40 pm

Shardz wrote:
Wayback wrote:It is under the 'Dungeons' tab, titled randomdungeonpool.dat. It will have a list of the different stratas that the Shadow Vault calls on from randomdungeon.dat (you don't need to touch that file). Just remove everything but the crypt and every single level you traverse will be in the crypt.


I wonder if I have the same game you guys do. Torchlight by Runic games right? I made a custom randomdungeonpool.dat and put it in media/dungeons (where I found the original in the editor and edited it accordingly and put it in my mods folder - same media/dungeons.

Spoiler: show
[DUNGEON]
<STRING>NAME:RandomDungeonPool
<FLOAT>MONSTER_LVL_MULT:
<INTEGER>PLAYER_LVL_MATCH_MIN:
<INTEGER>PLAYER_LVL_MATCH_MAX:
<TRANSLATE>DISPLAYNAME:Lost Catacombs
<BOOL>VOLATILE:1
[STRATA0]
<STRING>RULESET:media/layouts/crypt/rules.dat
<INTEGER>FLOORS:1
<INTEGER>WEIGHT:100
<STRING>MONSTERSPAWNCLASS:RANDOMDUNGEONCRYPTMONSTERS
<FLOAT>MONSTERS_PER_METER_MIN:.019
<FLOAT>MONSTERS_PER_METER_MAX:.022
<STRING>CHAMPIONSPAWNCLASS:MONSTERSETCHAMPION_GOTHIC
<STRING>PROPSPAWNCLASS:PROPS_CRYPT
<STRING>FORMATIONS:media/formations/crypt_floor1.dat
<STRING>NPCSPAWNCLASS:NPCS
<FLOAT>NPCS_MIN:1
<FLOAT>NPCS_MAX:1
<STRING>CREEPSPAWNCLASS:MINECREEPS
<FLOAT>CREEPS_PER_METER_MIN:.003
<FLOAT>CREEPS_PER_METER_MAX:.003
<STRING>FISHSPAWNCLASS:FISH_SPAWN_CRYPT
<BOOL>MONSTERSPAWNCLASSRANDOMIZED:1
<STRING>QUESTCHAMPIONSPAWNCLASS:MONSTERSETCHAMPION_GOTHIC
[/STRATA0]
[/DUNGEON]


My crypt rules.dat is as follows;

Spoiler: show
[LEVEL]
<STRING>NAME:Crypt
<FLOAT>TILEBASIS:4
<FLOAT>CHUNKWIDTHBASIS:25
<FLOAT>CHUNKHEIGHTBASIS:25
<BOOL>REQUIRESEXIT:1
<BOOL>SHOWFLOORNUMBER:1
<TRANSLATE>LEVELNAME:Tomb of the Awakened
<STRING>MUSIC:../music/crypt.ogg
<STRING>SKYBOX:media/skyboxes/crypt/crypt_sky.mesh
<STRING>MAINMENURULES:media/layouts/mainmenus/mainmenu_cryptrules.dat
<INTEGER>AMBIENT RED:74
<INTEGER>AMBIENT GREEN:74
<INTEGER>AMBIENT BLUE:74
<INTEGER>MATERIAL AMBIENT RED:92
<INTEGER>MATERIAL AMBIENT GREEN:92
<INTEGER>MATERIAL AMBIENT BLUE:92
<INTEGER>DIRECTIONAL RED:238
<INTEGER>DIRECTIONAL GREEN:219
<INTEGER>DIRECTIONAL BLUE:155
<FLOAT>DIRECTIONAL X:40
<FLOAT>DIRECTIONAL Y:150
<FLOAT>DIRECTIONAL Z:-40
<FLOAT>DIRECTIONAL INTENSITY:1.9
<INTEGER>FOG RED:28
<INTEGER>FOG GREEN:49
<INTEGER>FOG BLUE:47
<INTEGER>FOG START:24
<INTEGER>FOG END:45
<FLOAT>REGIONBOUNDS X:40
<FLOAT>REGIONBOUNDS Y:33
<FLOAT>REGIONBOUNDS Z:40
<STRING>LEVELPARTICLE:media/layouts/crypt/Environment.layout
<FLOAT>CAMERAMULT:1
<INTEGER>MINCHUNKS:2
<BOOL>RANDOMIZED:1
<INTEGER>MAXCHUNKS:3
<BOOL>POPULATE:1
<BOOL>ORTHOGRAPHICSHADOWS:0
[CHUNKTYPE]
<STRING>NAME:1X1NS
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<STRING>FOLDER:1X1NS
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[INCLUSIVE_FILES]
<STRING>FILE:1x1_NS_JD_A
<STRING>FILE:1x1_NS_JD_B
<STRING>FILE:1x1_NS_PB_A
<STRING>FILE:1X1_NS_Shardz_A
[/INCLUSIVE_FILES]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1NE
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1NW
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1SE
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1SW
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EW
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_N
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_S
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_E
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1ENTRANCE_W
<BOOL>ENTRANCE_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_N
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:96
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_S
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:0
<FLOAT>Y:0
<FLOAT>Z:0
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_E
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:-48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[CHUNKTYPE]
<STRING>NAME:1X1EXIT_W
<BOOL>EXIT_CHUNK:1
<INTEGER>WIDTH:1
<INTEGER>HEIGHT:1
<INTEGER>MAX_APPEARANCE:1
[EXIT]
<FLOAT>X:48
<FLOAT>Y:0
<FLOAT>Z:48
[/EXIT]
[/CHUNKTYPE]
[/LEVEL]


I go back into the Shadow Vault (level 49 now) and enter the next level and it's the Black Palace. :roll: I'm really starting to get frustrated with this to the point of giving up completely. There's no use wasting my time if my chunks won't show up in the game.


I am a bit busy this weekend after today, but late sunday, sometime monday, I will be more than happy the upload a small mod with my settings in the hopes that they help.
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Re: Post your Level Designs

Postby Shardz » Sat Nov 21, 2009 6:49 pm

Wayback wrote:I'm a bit busy this weekend after today, but late sunday, sometime monday, I will be more than happy the upload a small mod with my settings in the hopes that they help.


Well, that would be great and the timing is good, as well. I need a break from the game and football is on tomorrow. :lol: I have no idea what I'm doing wrong, but something is haywire over here. I thought making chunks would be just as easy as plopping them into a folder (as they stated in the pdf) and walking away, but I can see that is anything but the truth with this game.
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Re: Post your Level Designs

Postby gorogorosama » Sat Nov 21, 2009 8:38 pm

I just got my chunks working in game today. I didn't mess with the shadowvault, but created a new dungon (a clone of the original crypt) and made a map portal that would teleport me there. I used the same rules as the crypt but then turned off all the other chunks that weren't mine. That seemed to work pretty well. Best of luck!
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Re: Post your Level Designs

Postby Neuzl » Sun Nov 22, 2009 4:04 am

Have started a new level, did scrap the other one.
Still very wip.
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Neuzl
 
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Re: Post your Level Designs

Postby gorogorosama » Sun Nov 22, 2009 8:50 am

wow, that looks great! The bridge between the waterfalls is awesome
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Re: Post your Level Designs

Postby BanalityDUFF » Sun Nov 22, 2009 2:53 pm

two shots from the same angle of my Mine EW.

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I haven't finished the lighting completely, still going to throw down a few more blue floaty lights.

going to work on doing some monster spawning next . . . !


finally making faster progress (learning hotkeys!). I'm going to just stick with making Mine maps for now, maybe release a Mine Booster Pack or something once I have more pieces. :D
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Re: Post your Level Designs

Postby gorogorosama » Sun Nov 22, 2009 3:08 pm

your mine stuff looks good. defintely refreshing after staring at the crypt all day :P
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