[MOD][MAP] Underground Temple V1.2 Updated

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[MOD][MAP] Underground Temple V1.2 Updated

Postby Geosmores » Mon Dec 21, 2009 2:50 pm

Underground Temple (version 1 - December 21 2009)
by Geosmores

Recently an ancient temple was found in a nearly discovered cave. Many adventures have ventured there, few have return. The ones that do tell stories of hordes of spiders, many never seen before, zombies, and other creatures of the deep earth. With horror in their eyes they talk of poison gas traps that once tripped continues to release noxious gas and what appear to evil mounds of dirt where fast moving zombies pour out. Maybe you are brave and strong enough to explore this area and return with riches and a knowledge of what is behind it all.

Features
2 level dungeon
6 new standard cave map chunks that will rotate into normal play. Maps feature temple elements to give them a very new and different look. Maps have quest nodes for monsters and items.
1 Boss map
New map available for purchase to transport to dungeon.
New poison gas floor trap
New zombie spawner
New Spider floor spawner
Modified gate for larger opens
New standard and champion spawn classes for dungeon
3 new monsters (stats and skin)
1 New champion (stats and skin)
1 New boss (stats and skin)
2 new creeps (stats and skin)
Destructible gem crystals for mining gems

Screen shots
Image
Image
Image
Image

There are a number of levers in the dungeon, some of them will be none selectable. They are there when needed for either dying beyond a newly closed gate or when the map appears randomly in reverse play.

Install Underground Temple directory into your mod directory

Download - http://www.runicgamesfansite.com/torchl ... wnload/355

As with all user made content, Hardcore players should be cautious about entering. I believe I have found all the issues, but you never know.

Hope you enjoy and all comments and suggestions are welcomed.
Geosmores

Version 1.1
Fixed a couple of conflict issues that were found in torchleech.
Fixed a monster spawn issue in the boss area.

Version 1.2 (January 02 2010)
Fixed second level replacing boss level in main game.
Last edited by Geosmores on Sat Jan 02, 2010 8:28 pm, edited 2 times in total.
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Re: [MOD][MAP] Underground Temple V1

Postby Onikuma » Mon Dec 21, 2009 5:49 pm

Can't wait to try this one out, just waiting for torchleech <_<

This is the caverns tileset with temple decorations?
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Re: [MOD][MAP] Underground Temple V1

Postby Geosmores » Mon Dec 21, 2009 6:13 pm

Onikuma wrote:Can't wait to try this one out, just waiting for torchleech <_<

This is the caverns tileset with temple decorations?


Yes it is the cave/caverns tileset, but then I added a bit of the sunken temple tile set.
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Re: [MOD][MAP] Underground Temple V1

Postby Vagrant » Mon Dec 21, 2009 10:53 pm

Lawk a lawdy, another dungeon by Geosmores! I simply cannot believe the rate at which you crank out content, and it is quality content too, from what I've seen with Rukom's and Yirkon's. This mod has joined those other two in my mod collection, and whilst I haven't had a chance to play yet, I look forward to seeing this in action and I'm sure it'll become another favourite content mod of mine.

Thank you for all the content you make for the community, your creativity and boundless effort is most definitely appreciated by this one.
I'm many things: a transhumanist, an imagineer, a werewolf fan, and an amateur hypnotist even. But perhaps the most important to keep in mind is that I'm an old-master at tongue-firmly-placed-in-cheek.
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Re: [MOD][MAP] Underground Temple V1

Postby TomaLexi » Mon Dec 21, 2009 11:05 pm

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 (:

Underground Temple V1
Recently an ancient temple was found in a nearly discovered cave. Many adventures have ventured there, few have return. Dungeon + Map chunks + new enemies...
http://forums.runicgames.com/viewtopic.php?f=20&t=9364
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
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Re: [MOD][MAP] Underground Temple V1

Postby Hellmouth » Tue Dec 22, 2009 2:37 am

I have to say, this level is quite refreshing.
"I was and am a nobody, and nothing anybody can say will make me feel like somebody."
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Re: [MOD][MAP] Underground Temple V1

Postby Sage009 » Tue Dec 22, 2009 7:19 am

This would be awesome if the first floor wasn't over an hour long D:
But still, great stuff
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Re: [MOD][MAP] Underground Temple V1

Postby Geosmores » Tue Dec 22, 2009 7:42 am

Sage009 wrote:This would be awesome if the first floor wasn't over an hour long D:
But still, great stuff


Yea many think I have a tendency to make overly long (almost tedious) style maps.
I will keep this in mind on future maps and I may look at reducing the density of enemies in this one.
Actually an idea just came to me of how I could set this map up to have 3 different levels of enemy number to let the player decide. I see if I can get to work later today after I finish my random 'Gauntlet' style maps/dungeon.
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Re: [MOD][MAP] Underground Temple V1

Postby halflifeforever » Tue Dec 22, 2009 9:04 am

i cant get this mod to work at all it does not show up in the vender :(

im at level 53 btw and i also have other map mods that work just fine as follows:

DragonCaveMod
Yirkons Palace
Starch2

if anyone can please help that would be great i would love to try this map, thanks
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Re: [MOD][MAP] Underground Temple V1

Postby halflifeforever » Tue Dec 22, 2009 9:12 am

also what is the name that is shown on the scroll?

and i did take out the other map mods and does not seem to work still....
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Re: [MOD][MAP] Underground Temple V1

Postby Onikuma » Tue Dec 22, 2009 9:18 am

Have to say this map was unbelievably fun, only problem I have with it though is right in the spoiler
Spoiler: show
The corpse piles that zombies pop out of have a long delay for what they do, maybe make 5-6 come out at once with a longer "get up" animaiton? its not really fun when you stand there for 2-3 seconds between each when you can just one shot them.. or make them spawn up a bit after you cross the corpses so you get ambushed from behind
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Re: [MOD][MAP] Underground Temple V1

Postby Geosmores » Tue Dec 22, 2009 10:22 am

Onikuma wrote:Have to say this map was unbelievably fun, only problem I have with it though is right in the spoiler
Spoiler: show
The corpse piles that zombies pop out of have a long delay for what they do, maybe make 5-6 come out at once with a longer "get up" animaiton? its not really fun when you stand there for 2-3 seconds between each when you can just one shot them.. or make them spawn up a bit after you cross the corpses so you get ambushed from behind


Thanks for the comment and input and I am glad you are having some fun with it.

Spoiler: show
Whether I was successful in what I wanted them to do I am not sure. My intent with them was; 1) create a spawner that acted a bit different than most other spawner for variety. 2) create a situation where they were just slow enough for the player maybe not to notice them then go on in the map. I agree with your comment about no fun just standing there for 2-3 seconds between each to kill them. I will look at some other ways of doing them. One idea is to have them a bit slower still, a smaller trigger distance, and a random chance of them spawning and random number of zombies coming out. If I kept the max number small I could also make them re triggerable. I need to play it and see what happens


geo
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Re: [MOD][MAP] Underground Temple V1

Postby Tarius » Tue Dec 22, 2009 12:44 pm

Hey. It seems that your new map is in conflict with two of your old maps:

TorchLeech - Conflict check results:
SAME FILENAME: 'Aegis Maps - Volume 2 (v03)' & 'Underground Temple (v1)' @ Thumbs.db --- 'media\models\spider\Thumbs.db'
SAME GUID: 'Yirkon's Palace (Beta 1B)' & 'Underground Temple' @ GUID:5295984422508106206 --- 'media\units\items\maps\Underground_temple_map.dat' & 'media\units\items\maps\Underground_temple_map.dat'

Any workaround?
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Re: [MOD][MAP] Underground Temple V1

Postby Geosmores » Tue Dec 22, 2009 1:18 pm

Tarius wrote:Hey. It seems that your new map is in conflict with two of your old maps:

TorchLeech - Conflict check results:
SAME FILENAME: 'Aegis Maps - Volume 2 (v03)' & 'Underground Temple (v1)' @ Thumbs.db --- 'media\models\spider\Thumbs.db'
SAME GUID: 'Yirkon's Palace (Beta 1B)' & 'Underground Temple' @ GUID:5295984422508106206 --- 'media\units\items\maps\Underground_temple_map.dat' & 'media\units\items\maps\Underground_temple_map.dat'

Any workaround?


No idea what that thumbs.db is. I know that I looked at the spider dds file to see how the spider looked when doing mine. The only thumbs.db file I have on my computer deal with acdsee. I also that error when working on UT. Let me see if there is anyway I can fix it.

I will fix that Guid right now, I did not see that one.

I will upload a new version shortly
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Re: [MOD][MAP] Underground Temple V1

Postby Ouroboros » Tue Dec 22, 2009 1:23 pm

Thumbs.db is a system file and the mods don't actually use those files in-game anyway (so not really a conflict, in fact you could delete both without issues, though your operating system may or may not regenerate them from the images in the folder).

Regenerating that GUID should fix the other conflict..though the filename also being the same (or at least it seems) is something you should be wary of.

The same filename/GUID of the map .dat files would also explain halflifeforever's problem with the map not appearing in the vendor, though removing the old mod and clearing the cache should fix that until the new version is uploaded..may take loading up with the removed old mod off waiting for 30 seconds or so, exiting to the title screen and reloading the character file to get the map to appear - assuming the map spawnranges aren't off and prevent spawning after a certain level that is..wait and try the new upload (when it's uploaded of course) of this and see if that fixes it.
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Re: [MOD][MAP] Underground Temple V1.1

Postby Geosmores » Tue Dec 22, 2009 1:57 pm

Both issues were fixed, I saw the db issue in torchleech when make the mod but for the life of me could not figure it out. Ended up deleted in the original textures and directory and redoing them. Seems fine now.
Had not seen the GUID issue with the map, but that has been fixed. They have different ones now.

Thanks for the bug catches all

Geo
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Re: [MOD][MAP] Underground Temple V1

Postby Geosmores » Tue Dec 22, 2009 2:01 pm

halflifeforever wrote:i cant get this mod to work at all it does not show up in the vender :(

im at level 53 btw and i also have other map mods that work just fine as follows:

DragonCaveMod
Yirkons Palace
Starch2

if anyone can please help that would be great i would love to try this map, thanks


Sorry I did not see this message earlier, to get a fix going. My new update should fix your issue. I usually check the forums regularly I just overlooked it.

Geo
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Re: [MOD][MAP] Underground Temple V1.1

Postby halflifeforever » Tue Dec 22, 2009 2:11 pm

Thank you so much for the reply ! :)
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Re: [MOD][MAP] Underground Temple V1.1

Postby halflifeforever » Tue Dec 22, 2009 8:13 pm

took out the old ver. and updated to V1.1
still not showing anything on the vender.

here is a sample of what my vender shows

map scroll of yirkon's palace <-- two of them
nightmare anciant fortress (red dragon) <-- two of them
map scroll (level 20-???)
hero derelict prison (rank:2)
nightmare sunken temple (dark zealot)
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Re: [MOD][MAP] Underground Temple V1.1

Postby halflifeforever » Tue Dec 22, 2009 8:21 pm

here is a pic of my Dir to show you:

Image
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