The next step. PDF Print E-mail
Written by Arachnia   
Sunday, 31 January 2010 03:25

Thank you all for the support you've given me. I worked a bit too hard on the Courtyard map so I will be taking a few days to rest. In the meantime I will be thinking on possibilities for the next few levels of the stronghold campaign. I'll also use the time to draw them out on paper like I did for the courtyard so that I can refine the overall design before even making it. It's certainly easier to erase a few lines than to shuffle roompieces around in the editor. Though that is pretty easy too lol.

Things to work on:

General:

  • Design the next level on paper. Then apply to TorchED.
  • Item that drops off The Goblin King on the final level that will act as a key to reset other levels. This will replace the levers mentioned below (which are temporary in functionality until the whole campaign is done.)

Courtyard:

  • Clone The Taskmaster, lower health, drops champion loot instead of boss loot.
  • Add Lever that becomes usable upon the original Taskmaster's death. Resets the entire level and spawns in the Taskmaster clone (mentioned above). Said clone will work as the boss fight same as the real deal. 
  • Fix a few small problems that were pointed out (falling through the floor in a spot or two for example)

Gate:

  • Add Lever that becomes usable upon the death of the Goblin Gate Commander, that resets the whole level.
Last Updated on Sunday, 31 January 2010 03:41
 
Goblin Stronghold v1.05 HOTFIX Released PDF Print E-mail
Written by Arachnia   
Sunday, 31 January 2010 01:29

Download: Self-Install

Download: Auto-Install

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.
Last Updated on Sunday, 31 January 2010 01:47
 
New Video Tutorial - Making Paths Part 1 PDF Print E-mail
Written by Arachnia   
Tuesday, 26 January 2010 01:47

I've had a few requests to explain how I made the pathways in my Stronghold and Courtyard maps so I'm making a few simple tutorials to explain how I do it. Part 1 covers pathways in corridors and walkways. Part 2 will show how I use dirt blends to form a beaten path, and wagon trails. Part 3 will cover making custom blends, which is the more complicated of the 3.

When watching go to fullscreen mode to view properly. Video size is 1400x900.

To view, go to the Torchlight section (top of page), or click HERE .

 

 

 
Goblin Stronghold v1.04 Released! PDF Print E-mail
Written by Arachnia   
Saturday, 30 January 2010 22:34

Download: Self-install.

Download: Autoinstall.

The autoinstaller is mainly to make things easier on my friends.

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.

Notes: Yes, The Taskmaster is supposed to sound like a goblin.

Version Changes:

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.)

Screenshots:

Revised Gate Event:

 

Last Updated on Saturday, 30 January 2010 23:01
 
Courtyard Preview PDF Print E-mail
Written by Arachnia   
Saturday, 23 January 2010 22:59

I've been working on the second map of the Goblin Stronghold campaign. I am currently in the process of building the map itself. Lighting will come next, followed by whatever logic I want involved. I am not sure whether I want a "gate" or large doorway at the exit leading in to the stronghold itself. If not I may stick the boss for the level out infront of it but set to spawn the exit portal upon death. I have plans to attempt making a stationary boss for this map. Something large to kindof block the exit in a sense. No elaborate "waves" nor event like I had for the Gate level. Maybe a puzzle to spawn the boss but that is about it. If I go that route I will have an entrance to the left and right towers along the outer wall that will warp to a different area of the same map for an indoor feel but disproportionately larger than the visible towers outside.

 

That aside, I am very pleased with the effect I have achieved using dirt blends and the lava tileset's flooring. The raised stones naturally a part of the floor stick up through to make the dirt blends less redundant and really sell the feel of a mostly-ruined area.

Last Updated on Saturday, 23 January 2010 23:29
 
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