[Map] Raided Town

ZramuliZ
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[Map] Raided Town

Post by ZramuliZ » Tue Feb 28, 2012 5:22 pm

This is mostly a fighting map, but it has some parkouring elements and alternate paths in it. I created this level since wanted to do something that wouldn't break every alpha.

To play, load a custom level called: 10_raided_town.xml

Image

Note: You should not rebuild the nav-mesh, since it took lots of hacks to make the enemies behave correctly in some areas and avoid fire and updating the nav-mesh will break those hacks.

Download! (18.6 MB)
Extract and merge the Data folder with Program Files\Overgrowth\Data

Hope you enjoy and feedback is appreciated!

EDIT: Updated the shaders to not modify varying variables for compatibility
Last edited by ZramuliZ on Sun Mar 04, 2012 5:23 pm, edited 1 time in total.

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Korban3
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Re: [Map] Raided Town

Post by Korban3 » Tue Feb 28, 2012 11:03 pm

Ooh, purty. I love your levels, even if I can't run them and my OG is broken this update (Sad face lightning eyes), but your levels are always really awesome.

I'm also loving how easy it is to apply, share and make mods for OG. Just got down adding a couple of mods to Skyrim. Played for 5 minutes with the sweet Real First Person Mod (To sum it up quickly, it does in Skyrim what mine will do in OG) , dumped it again because of the crap controls.

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Jacktheawesome
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Re: [Map] Raided Town

Post by Jacktheawesome » Tue Feb 28, 2012 11:25 pm

Isn't Skyrim already in first person? At least optionally? *hasn't played Skyrim

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akazi
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Re: [Map] Raided Town

Post by akazi » Tue Feb 28, 2012 11:32 pm

Jacktheawesome wrote:Isn't Skyrim already in first person? At least optionally? *hasn't played Skyrim
you make me think you are very depressed because of your avatar. :lol:

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Jazzmutant
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Re: [Map] Raided Town

Post by Jazzmutant » Tue Feb 28, 2012 11:35 pm

Jacktheawesome wrote:Isn't Skyrim already in first person? At least optionally? *hasn't played Skyrim
Yeah but I think he's talking about "body awareness" first person. Like can you see your legs and body as opposed to two arms floating about.

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Jacktheawesome
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Re: [Map] Raided Town

Post by Jacktheawesome » Tue Feb 28, 2012 11:41 pm

Ah. I see.

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Korban3
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Re: [Map] Raided Town

Post by Korban3 » Wed Feb 29, 2012 2:11 am

No, you don't.

Now you do.

The biggest issue is that he animations for attacks are over-exagerated, resulting in erratic head movement. It leaves the combat hard to perform in and the bow aiming is also funky. Other than that, this mod is God for immersion. Too bad the controls in Skyrim are unresponsive and I can't play it for more than 20 minutes at a time now. And it lags bad too. But that's my GPU's fault.
Seriously though, you're not really missing anything by not playing the game. Don't get it, I'd go for a more solid and responsive game like Dead Space 2, Far Cry 2 or Turok 2: Seeds of Evil. If you're still hankering for some medieval hack and slash, well... disregard
[+] Whiny Babies Make Me Censor Bad Words
pussy
games, acquire Dark Souls ;)

In other words, nice level. Looks great. GPU hates me. Could not run it. PISS FACED ANGER :evil:

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Jacktheawesome
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Re: [Map] Raided Town

Post by Jacktheawesome » Wed Feb 29, 2012 3:55 am

Korban3 wrote:No, you don't.

Now you do.
Touché

Well the reason I don't have Skyrim is actually my lack of $60/a good computer/a PC, so...
:cry:

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Jazzmutant
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Re: [Map] Raided Town

Post by Jazzmutant » Wed Feb 29, 2012 3:05 pm

Just play Morrowind.
Ah, 3E 427, a simpler time... A time when core characters were still mortal...

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Gogg.B1
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Re: [Map] Raided Town

Post by Gogg.B1 » Wed Feb 29, 2012 5:27 pm

really nice map, some amazing things in it. is that a Hotspot by your campfire?

ZramuliZ
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Re: [Map] Raided Town

Post by ZramuliZ » Wed Feb 29, 2012 5:32 pm

Thanks,
and yep the campfire is made out of a custom model, sounds and a hotspot that kills everyone who touches it.

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Gogg.B1
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Re: [Map] Raided Town

Post by Gogg.B1 » Wed Feb 29, 2012 6:57 pm

all of it is sooo cool i've been wondering about the usage of fire in this game and the fire and the smoke you made looks amazing, great work. but how did you make the hotspot kill people? it would be really handy, think it could be saved as an object or something?

ZramuliZ
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Re: [Map] Raided Town

Post by ZramuliZ » Thu Mar 01, 2012 12:40 am

You can find the kill hotspot object in Data/ZramuliZ/Objects/fire_kill_hotspot.xml and the companion script in Data/Scripts/hotspots/fire_kill.as

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Korban3
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Re: [Map] Raided Town

Post by Korban3 » Fri Mar 02, 2012 5:44 pm

I'd like fire to eventually be like in FarCry 2, where you can start wildfires by lighting a small one in the grass. It is such a cool feature and I damn near shat my pants the first time I fired an RPG from a field. I can imagine this sort of thing making it in. Maybe have lanterns that Turner could throw and have light some grass or a building on fire. Smoke out the enemy and ambush them. Or alternatively, light the fire and rush in from the other side and start killing people. Some of them might freak out because of a potential awesome AI feature and run out and into a burning patch of vegetation.

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Anton
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Re: [Map] Raided Town

Post by Anton » Sun Mar 04, 2012 4:15 pm

ZramuliZ,

This map looks great! I watched some videos of the fire and smoke, and was blown away. Unfortunately, I'm getting some really weird issues whenever I try to play your map... I'm wondering if any of these errors mean anything to you:
Error 1
Error 1
Screen shot 2012-03-04 at 11.43.23 AM.png (46.52 KiB) Viewed 5807 times
Error 2
Error 2
Screen shot 2012-03-04 at 11.43.29 AM.png (42.75 KiB) Viewed 5807 times
Error 3
Error 3
Screen shot 2012-03-04 at 11.43.33 AM.png (53.09 KiB) Viewed 5807 times
Error 4
Error 4
Screen shot 2012-03-04 at 11.43.37 AM.png (44.04 KiB) Viewed 5807 times
I'm really looking forward to playing this for real, (and I'll post it in the menu mod soon... :) )

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