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Harlequin
06-25-2010, 12:15 PM
Not really playing but I am working on a small funmap for TitanQuest.

Alexei suggested that a map where you have to defend a small town from attacking monsters in koop could be quite fun.
For fun I made the basic quest-script for it to spawn monsters and let them run into the middle to attack something.

I decided that I will keep working on that map and opened this thread in the ot-area.

If anyone is willing to help me with the map I will welcome him. Working on a mod alone is a bit lonely and sometimes a pain.^^
Just send me a pn if you are interested.

alexei
06-25-2010, 03:35 PM
Great! Now we can have discussion for this map.

I would like to know how you will implement the challenge aspect into the map. I will list before how I think it, but not sure it will works right.

1- since the character is pickup from your character that already high level, considering we play using level 70 character, the monster difficulties should be properly made with this in check. if possible, make script to adjust monster difficulties according to character level. or make two difficulties, one for level 70 and another for level 50.
2- monster coming in group, in sequence, where between fight there are a small rest.
3- after several group of monster, there will be a small boss fight.
4- this pattern repeat until several small boss fight with different type, then proceed with final boss.
5- I think no drop should be implemented, but not sure.
6- occasional power up from monster, like drop could be pickup to boost fighting strength.
7- no experience gain from fighting.

The town defence
1- defending town in several town gate.
2- at the gate, there will be something to defence, let say a structure/tower. monster coming will attack the tower, but will attack heroes if there are any around it.
3- then the monster will proceed to attack next level of defence, for example the second tower.
4- at the town center, the will be a main structure, like town hall, to protect. If this is destroy, then game is over.

That's just a thought for future, when more feature with quest editor is possible. Right now I'm happy with just a few release of this map.

For modding, like everyone else who don't know how to mod, I only know how to think the game. Well all the thought is just the usual town defence ingredient. I hope there are others who interested in helping with Harlequin, considering there are many big TQ modder here. :)

ASYLUM101
06-25-2010, 04:19 PM
In response to Alexei;

1) This isn't necessary because custom maps scale with difficulty, however, the map would need predetermined levels for players. Probably would be best to set the level req. at each difficulty as 40 for normal 55 for epic and 65 for legendary. (most people rarely reach 70... 65 takes long too, i've only ever gotten one character to 65.)

2) Monsters in waves, of course. Also, maybe there should be a shop keeper to drop potions, or maybe certain monsters should have a chance to drop potions...

3) Boss fights are a good idea. :) BUT, it needs to be limited, or the bosses need to be custom. For example, Aktaios can be a boss, but he can't use his normal rays of ra ability, he'd have to use another skill instead or a modified version of rays of ra.

4) Of course. That's how defense maps are supposed to be. :)

5) Drops, ok, no drops is fine, but like I said, maybe the monsters should drop potions and....

6) Powerups from monsters could be in the form of scrolls. So, this could be another type of drops from BOSSES only.

7) Not sure if it's even possible to limit XP gain... monsters that you set to provide 0 experience still provide experience... the only way to change this would be through the experience formula and set it to zero. Hm.. I guess that would work lol


In response to your OTHER questions Alexei...
1) Sounds good to me, 3-6 gates would be ideal. 1 is too easy, 2 is too easy, 3 is a bit difficult, 4 is a bit tricky and beyond would be really hard. However, it would work well in MP.

2) Making structures attackable is a bit tricky... especially to link that structure to the questline, which I have no clue how to do.

3) Well yeah, makes sense.

4) K, good idea also, but Alexei, remember in TQIT, the quest where you had to defend the flag from the demon invaders after Elysium? I think Harlequin based this defense map upon that quest (cause I sent it to him XD) Making buildings attackable is really tricky in TQ, you have to make them into custom props and then there's really no death animations for them, so you'd have to really think outside the box for that I think. However, FLAGS are really easy to use.

Harlequin, I'll see ya in IRC :)

alexei
06-25-2010, 04:52 PM
Wow thanks for the reply Asylum. Actually as you have might guessed I have no modding experience in TQ lol. I don't know the possibility and limitation in the modding tools for TQ.

So, for your response:
1) I see. I'm actually don't even have reach 65 let alone 70 but seeing that many signature at TQ.net forum boasting with level 70 character, I thought that was normal to have the max level lol.
2) Ok. Potions should be good, and mana too. Yeah shop keeper too.
3) Sounds like modding in TQ, modder need to use the existing monster template? I thought we could make monster. I guess we could right? But with a lot of pain. Well, there is already a lot of monster and boss to chose so it should be ok.
4) :)
5) :)
6) Scrolls power up seem like a good and fast solution. :)
7) OK! :p

Another reply:
1) Ok I'm fine with anything. :)
the rest) Hm.. I think maybe making the flags is enough for now. If anything beyond that is possible, it should be in the future release. For now, getting it worth is more important.

Anyway, I'm glad to hear you guys already get it going. Make it rocks!

Harlequin
06-25-2010, 04:53 PM
Wow quite some huge posts.^^

1- To be honest I dont know how to set difficulties since I have never done this but I think I can find out how it works.

2- Thats exactly how it works. :)

3- Right the bossfights. I intend to do them but I expecpt it to be taking some time since I prefer special bosses (not like the ones in TQ^^)

5- hm removing all drops is some database work. I will see if I can make that happen

6- hm them dropping scrolls from time to time could be fun.

7- hm setting the exp-gain to 0 would be my only idea.

defence:

1- Yes I intended stages. I first made them come from 4 points but I think I will change it to one point.^^

2-4- Yes thats how I want it to be :)

actually making structures attackable is quite easy if you are using a small work-around. Just take a monster, replace it's mesh with a structure and remove any movement-animations. Replace some sounds, give it a death-animation and remove it's attacks. Done. :)

Lastly making the game actually end...I have no idea if that's possible but I will think of something.^^

alexei
06-25-2010, 04:59 PM
actually making structures attackable is quite easy if you are using a small work-around. Just take a monster, replace it's mesh with a structure and remove any movement-animations. Replace some sounds, give it a death-animation and remove it's attacks. Done. :)


I imagine it like that though but I couldn't be done. A bit different is how the obelisk is working in TQ, the one that summon monster. Or the blade trap or other similar trap. That also could be considered structure right? Or monster. :)

alexei
07-03-2010, 08:17 AM
Rhis pointed out that any stats and the 'forcing level 1 hero' on stat could be implemented with the right script.

I'm interested to learn scripting for this. Could anyone suggest any guide, resource, knowledge base for Tq script?