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Mulrok Underground


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#1 horred the plague

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Posted 02 April 2005 - 07:24 AM

The digging has commenced beneath Mulrok Island. This is the new home of a "superdungeon"--very deep, very expansive, and very mighty (at its depths).

So far, five floors have been built. This may reach 15-20 levels before I'm done. It should also begin to branch off into subsections after the next floor ar two--which will make it all the more immense. I've left at least one section that could only be reached by the prc jump feat. We'll have to test it out and see if the feat works right, hehe. (If you know of other means to get across, mention them--I'm open to ideas ;) ).

So, for those who already digging through there (whom I've sent the beta to)--

If you get to the bottom, and find a broken link, fear not. The next area is under construction! :)

#2 muaddib

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Posted 02 April 2005 - 12:47 PM

The digging has commenced beneath Mulrok Island. This is the new home of a "superdungeon"--very deep, very expansive, and very mighty (at its depths).

So, for those who already digging through there (whom I've sent the beta to)--

If you get to the bottom, and find a broken link, fear not. The next area is under construction! :)

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A beta i dont have, Im stund :crying:

#3 horred the plague

horred the plague

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Posted 02 April 2005 - 06:23 PM

The digging has commenced beneath Mulrok Island. This is the new home of a "superdungeon"--very deep, very expansive, and very mighty (at its depths).

So, for those who already digging through there (whom I've sent the beta to)--

If you get to the bottom, and find a broken link, fear not. The next area is under construction! :)

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A beta i dont have, Im stund :crying:

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Your FTP hasn't worked all day--neiter has Gorgotham's.

#4 GrapeApe

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Posted 02 April 2005 - 07:40 PM

I saw another neat trick for "jumping" a chasm in another mod. They had transitions on either side that required you to have a rope to use them. The transitions were around old bridge braces or sumthing, so it all kinda made sense. Maybe a rope and a grappling hook woulda bin better ;)

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#5 horred the plague

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Posted 02 April 2005 - 08:50 PM

I saw another neat trick for "jumping" a chasm in another mod.  They had transitions on either side that required you to have a rope to use them.  The transitions were around old bridge braces or sumthing, so it all kinda made sense.  Maybe a rope and a grappling hook woulda bin better ;)

GrapeApe

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I can do that, and CEP added several items for this sort of thing already (swing chains, etc), but that once again defeats the purpose of this jump skill--NTM my intent here. Are you telling me that you tried to jump the chasm(s), and couldn't? Do you have a PC with good jump skill?

#6 muaddib

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Posted 02 April 2005 - 08:52 PM

Your FTP hasn't worked all day--neiter has Gorgotham's.

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Thats wierd, it looks like its working to me, let me know if your still having problems.

#7 muaddib

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Posted 04 April 2005 - 05:22 AM

ummm....were on murlock is the entrance to the new dungeon? All i can find is the sewers (both entrances) and the epic zone.

#8 horred the plague

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Posted 04 April 2005 - 08:18 AM

ummm....were on murlock is the entrance to the new dungeon? All i can find is the sewers (both entrances) and the epic zone.

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Look in the sewers--it's not in plain open sight. ;)

It's good you haven't gone in yet. I've got two critical fixes to this region--one was a gamestopper. Doing final tests on the "jump-zone". I had to do something semi-cheesy graphically, but I have a working set of jump spot--that can be crossed no other way. It's all about fine-tuning the distances now--but I think I've got it where I want it at now. Still debating if I want to add some damage to failed attempts (it is a series of precipices we're talking about here, not jumping a mudpuddle! :P)

Should have a mod package (no need to send the hak again) later today. If your ftp cooperates, you'll have it then.

The other surprise enhancement deserves a thread of its own. ;)

#9 Babba GNush

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Posted 05 April 2005 - 11:28 AM

hmmm.... webspell between the two points...walk accross the web...hope you dont get stuck halfway accross and have the spell dissapear??? does freedom ignore the spell totally or just the sticky part of the spell??

#10 -Guest_Leutian_*-

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Posted 05 April 2005 - 11:31 AM

hmmm.... webspell between the two points...walk accross the web...hope you dont get stuck halfway accross and have the spell dissapear??? does freedom ignore the spell totally or just the sticky part of the spell??

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Freedom doesnt ignore the spell at all it simply makes you immune to the hold/paralyzing/ movement decrease effects of it