7th Dwarf FIXES
7th Dwarf FIXES
I am currently gathering information on the Seventh Dwarf map zeph and I made for the Power of Ten contest. I have heard thru some sources there are a few bugs. Well if you know of any and would like them fixed please post in this thread so Zeph and I can fix them and make it a GREAT map instead of just a GOOD one....
thanks in advance.
thanks in advance.
do it.
I already made a couple of fixes :
-Torch and Spark's attack don't go through portals anymore.
-Spark's special attack work.
-Balanced out the initial recovery time and vetting.
-LvL 2 attacks have a recovery time of 2 seconds(used to be 7)
-Lvl 3 attacks have 4 seconds recovery(was 7)
-Added Thrall guardians to the 4th hall(was taken out due to 10 monster limit)
-Added Decay Soulless to the 3rd hall. Nastier than Fire Soulless
-Dwarves keep their original color when detached.
-Some attacks were balanced out
-Various special effects
-Fetch lightnings wont miss half the time.
That's all I can think of for now. I might have made more modifications.
-Should we be able to still drop artefacts and exchange weapons??
-Torch and Spark's attack don't go through portals anymore.
-Spark's special attack work.
-Balanced out the initial recovery time and vetting.
-LvL 2 attacks have a recovery time of 2 seconds(used to be 7)
-Lvl 3 attacks have 4 seconds recovery(was 7)
-Added Thrall guardians to the 4th hall(was taken out due to 10 monster limit)
-Added Decay Soulless to the 3rd hall. Nastier than Fire Soulless
-Dwarves keep their original color when detached.
-Some attacks were balanced out
-Various special effects
-Fetch lightnings wont miss half the time.
That's all I can think of for now. I might have made more modifications.
-Should we be able to still drop artefacts and exchange weapons??
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- Posts: 132
- Joined: Mon Dec 11, 2006 6:41 pm
My Complex List of Seven Bugs and things that should be fixed :
warning: spoilers probably
[1] Fetch
In the third hallway, the fetch on the wall don't do anything... or something. My dwarf walked up to about where the X was, pretty stupidly. Luckily, the fetch didn't zap him, but theres no way he shouldn't be able to reach my dwarf
[2] The Wrath of Balin, and Portals
The Wrath of Balin is a pretty neat special. However, if you use it on a portal, it knocks the "Eye" piece down. What do I Mean?
The eye is basically some monster tag or something, it's hooked right up in the model right next to the eye. However, if you try to use Wrath of Balin on the portal (the eye of the portal), it gets knocked down to the foot of the Portal. Below are some screenshots that should help make this clearer.
the little red highlight around the eye of the portal is what I'm talking about.
How this bug can be countered (for now):
Dirty Elephant got the bright idea to come up and use the comet, which worked quite effectively on destroying the portal. This may have to do with the large and deadly area of effect that the comet has, but I'm not sure.
[3] 3rd Chamber Ghol Scripting
Yea, it's like not there. At all. There are 4 ghols in 2 pairs, they don't move or do anything useful.
you can see some dead ones in the upper left corner, and the living ones in the lower right.
[4] Warlock Tower Spawn Scripting
Also isn't there either, I guess. Well, most of the time it shoots right away but sometimes it just bugs out, stays turned around and doesn't do anything, thus making the 4th Chamber's beggining a lot easier to clear.
[5] 4th Chamber Defensive Warlock/Thrall Scripting
Yea, it's not here either again. In the first image, the upper-left row of thrall do charge if you shoot them, but thats the only ones that actually do anything. The warlocks don't do anything and the thrall just sit there. In the second image it looks like 2 of the thrall only have feet but thats because of my shitty screenshot. Even after all of the portals are shut down, they still do nothing.
[6] The Portals/Respawn Break
In the first image, as you can tell from the Overhead Map, the wave has pretty much just begun but suddenly all of the portals stop spitting out units. In the second image, units are stuck behind the portal.
[7] Final Boss Fight/Seven's Complete Uselessness
So the plugin is called The Seventh Dwarf. It's about a hero, named Seven. You don't use him at all for the first hour or so, and when he spawns, he just dies. There should be like a 30 second delay or something. Also, if any friendlies (Dwarves) are mid they pretty much get slaughtered pretty quickly by the hordes that are summoned.
I looked into this a bit deeper for the hell of it (and used the films from the first victory on this map ever!), please take notice to the times in the screen shots. In the first Image, the final portal is destroyed at 1:15:08. I got control of Seven, 2 seconds later, at 1:15:10. At 1:15:22, give or take 12 seconds later, All of the enemies are pretty much showing up and getting ready for thier final stand. Seven isn't the quickest of dwarves, he gets slaughtered pretty quickly. In fact he probably has about a maximum of 15 seconds to live unless you are already used to using him and kill the warlocks and soulless very fast, before anything can catch you. Then again, you probably won't even get a chance to do this because the Illithad will probably stun your dwarf.
Yes, yes I know, so keep some dwarves in the room where Seven is. Well in this scenario the portal was bugged, so it pretty much stopped spitting out units and all of the dwarves that were controlable were moved into the final portal chamber so they wouldn't get beat down by the spawning hordes of undead that came about mid. Most of the time, however, players will be pushed back into mid regardless because the amount of undead that comes out of the final portals overwhelms most players very easily.
I hope this helps you guys out on ways to improve and make your plugin better, but for now I'd like to say that I really like it and it has more than great potential. Don't take this post as a flame, because I know that many, many, stubborn people do.
hi.
warning: spoilers probably
[1] Fetch
In the third hallway, the fetch on the wall don't do anything... or something. My dwarf walked up to about where the X was, pretty stupidly. Luckily, the fetch didn't zap him, but theres no way he shouldn't be able to reach my dwarf
[2] The Wrath of Balin, and Portals
The Wrath of Balin is a pretty neat special. However, if you use it on a portal, it knocks the "Eye" piece down. What do I Mean?
The eye is basically some monster tag or something, it's hooked right up in the model right next to the eye. However, if you try to use Wrath of Balin on the portal (the eye of the portal), it gets knocked down to the foot of the Portal. Below are some screenshots that should help make this clearer.
the little red highlight around the eye of the portal is what I'm talking about.
How this bug can be countered (for now):
Dirty Elephant got the bright idea to come up and use the comet, which worked quite effectively on destroying the portal. This may have to do with the large and deadly area of effect that the comet has, but I'm not sure.
[3] 3rd Chamber Ghol Scripting
Yea, it's like not there. At all. There are 4 ghols in 2 pairs, they don't move or do anything useful.
you can see some dead ones in the upper left corner, and the living ones in the lower right.
[4] Warlock Tower Spawn Scripting
Also isn't there either, I guess. Well, most of the time it shoots right away but sometimes it just bugs out, stays turned around and doesn't do anything, thus making the 4th Chamber's beggining a lot easier to clear.
[5] 4th Chamber Defensive Warlock/Thrall Scripting
Yea, it's not here either again. In the first image, the upper-left row of thrall do charge if you shoot them, but thats the only ones that actually do anything. The warlocks don't do anything and the thrall just sit there. In the second image it looks like 2 of the thrall only have feet but thats because of my shitty screenshot. Even after all of the portals are shut down, they still do nothing.
[6] The Portals/Respawn Break
In the first image, as you can tell from the Overhead Map, the wave has pretty much just begun but suddenly all of the portals stop spitting out units. In the second image, units are stuck behind the portal.
[7] Final Boss Fight/Seven's Complete Uselessness
So the plugin is called The Seventh Dwarf. It's about a hero, named Seven. You don't use him at all for the first hour or so, and when he spawns, he just dies. There should be like a 30 second delay or something. Also, if any friendlies (Dwarves) are mid they pretty much get slaughtered pretty quickly by the hordes that are summoned.
I looked into this a bit deeper for the hell of it (and used the films from the first victory on this map ever!), please take notice to the times in the screen shots. In the first Image, the final portal is destroyed at 1:15:08. I got control of Seven, 2 seconds later, at 1:15:10. At 1:15:22, give or take 12 seconds later, All of the enemies are pretty much showing up and getting ready for thier final stand. Seven isn't the quickest of dwarves, he gets slaughtered pretty quickly. In fact he probably has about a maximum of 15 seconds to live unless you are already used to using him and kill the warlocks and soulless very fast, before anything can catch you. Then again, you probably won't even get a chance to do this because the Illithad will probably stun your dwarf.
Yes, yes I know, so keep some dwarves in the room where Seven is. Well in this scenario the portal was bugged, so it pretty much stopped spitting out units and all of the dwarves that were controlable were moved into the final portal chamber so they wouldn't get beat down by the spawning hordes of undead that came about mid. Most of the time, however, players will be pushed back into mid regardless because the amount of undead that comes out of the final portals overwhelms most players very easily.
I hope this helps you guys out on ways to improve and make your plugin better, but for now I'd like to say that I really like it and it has more than great potential. Don't take this post as a flame, because I know that many, many, stubborn people do.
hi.
hey
Power of ten is overgugusm wrote:Well, I don't want to be meticulous or something, but I think you should write that it isn't original map for PoT contest, but a little bit upgraded if you upload this map with more than 10 monsters. Just a suggestion, because I think that Onyx rather wanted to do not break the limits.
THanks a lot Paris, those are very good bugs you found We will deal with all of them!
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- Posts: 132
- Joined: Mon Dec 11, 2006 6:41 pm
Ozone has been fixing most of those bugs. We are still trying to deal with the portal triggers falling from Balin's Wrath. Does it happen on all portals on onlysome of them?
We are also making it harder to beat, adding some monsters to the mix and also special items that will be dropped randomly by enemies.
There may also be a boss at the end of each hall.
We are also making it harder to beat, adding some monsters to the mix and also special items that will be dropped randomly by enemies.
There may also be a boss at the end of each hall.
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- Posts: 132
- Joined: Mon Dec 11, 2006 6:41 pm
well the horde of thralll makes it difficult already because you spend more than half the game just beating them the fuck down, you really only have room for 1 or 2 players to sneak in and go after portals or it gets fucky. then again, maybe all 6 in the room would be something to accomplish.
adding even more monsters and a boss would be pretty sweet and be more challenging but i'm sure the special items will be able to even it out.
and i think if you really wanna get into it, difficulty should be a real factor that gets thrown into this. what i'm saying is, i really don't think theres that much of a difference between legendary and timid, well to be safe i'll just say normal. it seems exactly the same, thats why i vowed to beat the map on legendary before anyone beat it on the other difficulties at all :O
and i'm almost positive it works (wrath of balin) on all of them (portals).
adding even more monsters and a boss would be pretty sweet and be more challenging but i'm sure the special items will be able to even it out.
and i think if you really wanna get into it, difficulty should be a real factor that gets thrown into this. what i'm saying is, i really don't think theres that much of a difference between legendary and timid, well to be safe i'll just say normal. it seems exactly the same, thats why i vowed to beat the map on legendary before anyone beat it on the other difficulties at all :O
and i'm almost positive it works (wrath of balin) on all of them (portals).
hey
- PrplPplEater
- Posts: 163
- Joined: Sun Jul 04, 2004 9:15 am
** spoilers ***
Yeah, I have to say that Seventh Dwarf is one of the most visually appealing/detailed maps I have seen - reminds me a bit of grilling grounds (another gorgeous indoorish map)
One silly thing. I don't generally read the level hints when I play a solo map, and I will admit I am not the brightest bulb in the myth drawer, but I played this map a bunch of times over the span of like a week and kept waiting for the bad guys in the first hall to END! I knew I was supposed to 'clear' out 4 halls but I was killing OVER FIVE THOUSAND ENEMY UNITS with no end in sight! I was thinking "WTH?!?!?! HOW AM I EVER GOING TO CLEAR FOUR HALLWAYS IF EVERY ONE OF THEM HAS OVER 5000 UNITS?!?!?!?!" At that point I gave up and read the level hints. doh!
Yes, this is an actual screenshot, and yes it IS simple difficulty. After killing over 1000 enemies and still repeatedly dying at normal diff I just wanted to see how many enemies there were in the 'simple' level. Little did I know the answer was "The number of enemies is unending".
ps. How's THAT for a kill ratio? It would actually be higher if the stats were per unit because the last couple of hours playing the level was a single dorf.
One silly thing. I don't generally read the level hints when I play a solo map, and I will admit I am not the brightest bulb in the myth drawer, but I played this map a bunch of times over the span of like a week and kept waiting for the bad guys in the first hall to END! I knew I was supposed to 'clear' out 4 halls but I was killing OVER FIVE THOUSAND ENEMY UNITS with no end in sight! I was thinking "WTH?!?!?! HOW AM I EVER GOING TO CLEAR FOUR HALLWAYS IF EVERY ONE OF THEM HAS OVER 5000 UNITS?!?!?!?!" At that point I gave up and read the level hints. doh!
Yes, this is an actual screenshot, and yes it IS simple difficulty. After killing over 1000 enemies and still repeatedly dying at normal diff I just wanted to see how many enemies there were in the 'simple' level. Little did I know the answer was "The number of enemies is unending".
ps. How's THAT for a kill ratio? It would actually be higher if the stats were per unit because the last couple of hours playing the level was a single dorf.
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.