Heroes Who Dare Released for Public Consumption

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Re: Are there any Heroes Who Dare ??

Postby GodzFire » Wed Nov 21, 2012 6:22 pm

That would be Reanimator's Griphoon, if I'm not mistaken.
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Re: Are there any Heroes Who Dare ??

Postby iron » Thu Nov 22, 2012 4:05 pm

Yep that's correct
...playing as long5hot on War Thunder
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Re: Are there any Heroes Who Dare ??

Postby GHOST® » Fri Nov 23, 2012 2:18 am

iron wrote:Yep that's correct

Thanks !! :o)

:: Modifies Read This or Else accordingly ::

BTW, i came across this 0:30 - 0:45 in some of my random Pron, err i mean YouTube perusings. Anyways, thought you might enjoy it, i know it caught me off guard & promptly brought a smile to my face. :oD

On a side note, concerning anyone testing HWD, apparently i gOOfed with RC01 and left a testing adjustment still active, therefore ghols still have pus and satchels at ANY difficulty instead of just Heroic & Legendary as intended. Also in rewerking the east riverside defense actions, i made my tests radii too small. In a couple recent testings i had no real problem beating it on Normal in about 13 minutes. However, those back units are not reacting at all as i want, so they will be redone and have a new attitude next RC, sOOn™.

Just thought i'd give you all a heads up. ;o)
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Re: Are there any Heroes Who Dare ??

Postby Point » Mon Dec 31, 2012 9:21 pm

are you done yet.... are you done yet ... are you done yet !
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Re: Are there any Heroes Who Dare ??

Postby GHOST® » Sun Jan 27, 2013 1:07 pm

Point wrote:are you done yet.... are you done yet ... are you done yet !

:: Really really dislikes real life most days ::

Sorry, I havent hardly touched Myth since i lost my internet back in Nov '12 and re-inserted myself into the economic slave economy again. However, FINALLY have internet back, and will finish my turn of being 'on call' next monday, so i'm hoping to slide back into the *Myth grOOve* by then.

The next RC should basically be ready, just gotta triple check things since its been so long since i fired it up, and i'm not sure where i left off in relation to my *to do* list, but sOOn™. :o)
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Re: HWD RC02 - FINALLY !!

Postby GHOST® » Mon Feb 11, 2013 1:45 am

11_FEB_2013

Full HWD RC_02 can be downloaded up here. @ 43.2mb
Or the Omnipatch can be downloaded down there. @ 5.1mb

Sorry for the long delay folks, i was off the Myth Band Wagon for a couple months there when i lost my ISP, but i'm back now and HWD is nearly ready for release, FINALLY !!!.

Of note: Probably most important is that the NPCs are a bit tougher and better in battle now. In fact, with a little help from a patient player, they could now be useful to push through some enemy hordes. Beyond that, lots of tweaks to CMap, OHMap, terrain, passability, etc etc; Additional models added throughout the map where needed; Reworked *Relic (lightning) Traps* so there's only 1 way through them now, though a couple new ways around them were also added; Found and squashed a bug of enemies attacking Players invisible units or the Tro when they were stoned; Found and quashed another bug with the Thrown Axe Attack damaging units 2 WU's past the unit; etc etc. Oh Yeah, and Dorf bottles are a bit more spongy now, so be careful. ;op

Besides Dialogue Voices, I have only 4 items remaining on my to do list concerning HWD. And besides the voices, they are all minor things that wont take much to polish off. So barring any major hiccups appearing in play testings, or minor tweaks/adjustments i feel are necessary, this will be the last RC Plug/Patch of HWD.

So, any and all help testing and feedback on possible issues/bugs would be greatly appreciated. With any luck, Magma - Heroes Who Dare can and will be released to The Tain by early to mid March 2013. :o)


Change/Update Log; HWD RC_o1a to HWD RC_02c:

>>>Relic Trap lightning too weak; Make a stronger version.
DONE: Duped Avatara Lightning and increased damage to 7 - 7. Tied to attack MA's.

>>>Add sounds to mesh; Random Crows| random ravens| random squirrels1| random trees1| random birds3| random preybirds3
DONE: Sounds spread out where appropriate throughout map.

>>>Add Snd fx to Taken Ranged Attack_Flight Sound.
DONE: Created and linked new snd fx to confusion & hold projectiles.

>>>Lessen time Shapeshifters Hold Spell lasts.
DONE: Lasts a few seconds now instead of a full minute.

>>>Give Other Shades (other than Shapeshifter) confusion attack.
DONE: All except Shapeshifter now uses Confusion for a Ranged Attack.

>>>Decide how much to let Heroes Level Up.
DONE: Reset from 256 to 10.

>>>Randomize who comes out of caves ?? ( Yes, do this!! May be a pain, but worth it )
DONE: South & North Caves set up & tested.

>>> Set TUNI Cave Radius via Difficulty MUNGs. 25 TIM/SIM| 20 NORM| 15 HERO| 10 LGND
DONE: Cave Radius Container created & linked to tuni. Adjusts radius according to difficulty & number of Players

>>>Warriors thrown axe - WTF !? damages enemy when 1-2 WU's past them!!? :oO
DONE: After trying everything, including the kitchen sink, to fix this, turns out to be *cannot be accelerated* flag in PROJ Tag staring me in the face the whole time. :o(

>>>Adjust B LEGI. Too pinched, terrain/scenery adjustments??
DONE: Re-adjusted Mesh, LEGI, etc as necessary. Much better.

>>>Swap over F GIRL to F LEGI
DONE: F GIRL swapped over and set up as F LEGI & added F Soulless.

>>Remove Guard Waypoint Parameters in GIRLs; Spread units evenly from Object Test Radius Point.
DONE: Parameters removed - Units spread out.

>>>Player units stand around when Da Head is dead. (only an issue if player units still near Da Head when it dies)
DONE: Gave a final Bonzai ATTA in case player units still near endgame cutscene.

>>>Archers falling back too far, too long between attacks.
DONE: Adjusted Mana Recharge rate and Recovery Times. Stays in battle better now.

>>>Tro Getting Kilted (cause by Hellspawners ?? Review Films)
DONE: Yes, Hellspawn ATTA was the casue. Fixed with Hellspawn ATTA fix below.

>>> Hellspawn Attackers targeting INVI units. ;o(
DONE: Removed Player OBJE Link from Hellspawners attack & set to Attack All - Ignore INVI.

>>>Fix Rock BMP For Bridge Texture. (Once CMap is finalized.)
DONE: COLL BMP for Bridge Rock redone and imported.

>>> Tighten up S Fodder Script.
DONE: Carnage spread out more.

>>> Guard Souls should be on ATTA/TUNI/MOVE loops - 3 MA's each x 6 overpasses = 18 total actions)
DONE: Each has its own 12x12 square attack polygon-tuni-move loop.

>>> Redo Small Cave Textures/COLL.
DONE: Modified to blend with HWD terrain as best as possible without going overboard on effort.

>>>Reset Relic Traps.
DONE: Now only passable if ALL 4 units go through at the same time.

>>> Add Alternate passage(s) to upper tier.
DONE: Caves , Cave Curtains, and GEOM/MOMA actions set-up plus a *surprise*.
(Keep an eye on all units exit sekrit cave properly.)

>>>Set up Wig pen?? ala Myrgard??
DONE: Small one set up behind N Relic.

>>>Fine tune cannon OBJE Tag damage's. Find Minimum required to damage/kill.
DONE: Reworked so is tough, but can be damaged/killed by all Heroe's now.

>>> Lessen Ghols OBJE Paralysis Damage.
DONE: Offset lessening with increase to Fire Damage.

>>>Test invi timing? Enuff ? Too much still ?? Tweaking needed ??
DONE: Bumped back to 7 mins (420secs)

>>>Rework Warrior Axe Throw Attack
DONE: Modified attack to cost 51 mana with a 7 mana per swing recharge + a .100 natural recharge rate.

>>>Move Legi D to Support Legi B ??
DONE: LEGI D moved close to B; Both Allied.

>>>Trigger time wei too long on respawners.
DONE: Reset to 1.5-3.0 from 15.0-30.0. Units break off attacks when turn invi faster now.

>>>Give NPC Archers Dodge attack ?? Maybe make NPC-Enemy battles better ??
DONE: MONS Tag set up to dodge now. Loss Stab, but makes them more *useful* in battles now.

>>>Add Thrall to Hellspawn Attack.
DONE: 6 Thrall added to attack and spaced throughout Bog.

>>>Set up Respawning Cave Ghols.
DONE: @ Wide Mouth caves setup with respawning Ghols/Wigs.

>>>Add 25Bridge(s) to HWD lesser passages and put soulless on top.
DONE: All Minor passages east of River now guarded by Soulless atop bridges. ( 6 in total )

>>>Migrate Chimera Wide Cave over to HWD
DONE: Tags Moved, Adjusted; Model Placed, mesh adjusted.

>>>Make Spare Cannon Scenery.
DONE: Cannon Scenery made and used instead of cannon units at ammo depot; Removed Held CTRL MA.

>>>Add Rally/Storage point in back end near Knot ?? ie spare cannons/cannonballs wagon with mini pus packets and satchels, etc etc ??
DONE: Added Wagons, Spare Cannons, Weapons Barrels, supply tent, etc etc.

>>>Respawning Hellspawn Wigs still have Snd FX. Find and eliminate that sound/cause.
DONE: Little Tag duping, overriding, & relinking. Everything set and tested. No more Snd or Visual FX for auto respawned Wigs.

>>>Lessen Erupt Debris PROJs.
DONE: Lessened Debris in Trall Myrm Saken Erupts from 8-12 to 4-8 and detonates 1.0 in media.

>>>Darken Shapeshifter hit LPGR, is greyish now, want it blacker.
DONE: Adjusted CREF to black.

>>>River flow LPGR going upstream S of bridge ???
DONE: Adjusted to *flow* correct direction.

>>>Lower Overall Lifespan of Invi Arti to 5 mins (300secs) from 7 mins (420secs)
DONE: Artifacts Reset to 301 secs

>>>Ditch Trow Health Bar.
DONE: Ditched.

>>>Pylon defense slow to react. Check Circle Radius settings.
DONE: Extended inner radius to 22 from 15.

>>>W Door GROUs quick to break off. Give Trigger time to lessen visi-atta-invi loopage by players.
DONE: 1.5 - 3.0 Trigger times added to GROUs and PLATs.

>>>Add and modify as needed MUNG = NORMAL Map Action.
DONE: Normal MUNG added and all actions double checked and adjusted accordingly as needed.

>>>Is Thrown Axe doing any damage ?? EVER ??
DONE: Went thru tags, modified to match Bre'Unor Missile attack. Now damages units when hit.

>>>OHMAP issues per ditwidget. (trying to get screenshot(s))
DONE: Made 549 x 480

>>>Destroying Knot while Units are Knotting in Causes non-destruction permutation. Deactivate Knot somehow prior ??
DONE: GEOM looking for airstrike marker PROJ prab; Inhibits Knotting in waves when present near pylons.

>>>Fade out Win (pylon destroyed) timing. Ends half way thru fade to white.
DONE: Retimed Endgame and Fade. Tested. Good to go.

>>>Rework Cannonball Pile Detonation - No Spread, just bOOm. :o(
DONE: Reworked so detonation sends cannonballs flying instead of just 1 big bOOm.

>>>Modify Terrain, gotta account for shades on snow now.
DONE: Snow Terrain adjusted taking Shades into account.

>>>1st Mission objective not advancing.
DONE: Reversed POLY Unit Count > 0 triggers now. (basically east of river)

>>>Double check Knot Counts (timid) Too Few Enemy ??
DONE: Adjusted as needed.

>>>Wigs walkin on Rocks. DOH !!
DONE: Removed Giant Depth from Wig's Terrain Params

>>>Revisit/Redo Mains 1-4
DONE: Reworked into individual GROUs & PLATs.

>>>Slow down rate of Mob defense attacks if possible.
DONE: Increased GEOM trigger to 3.5 - 3.5

>>> Remove Closer Than Container and actions no longer needed for cannons.
DONE: Removed from MUNGs and unneeded container deleted.

>>>N Cannon Ghols moved away from cannon, no return. Need Poly TUNI for failure to move them back.
DONE: Cannoneers on Attack-Tuni-Move Loops; Cannons 1 thru 6 done and tested.

>>>S Cannon Fodder getting hung in corner at relic @ times. Seems to be looking at cannonner(s).
DONE: Adjusted POLY; Tweaked position of Mandrake as well.

>>>NPCs coming faster than their Trigger time on TUNI, ( 90 - 120 )
DONE: Stuck an ACLI Timer between Dead TUNI and Choose WAYPs ACLI.

>>>Fine Tune PLAT Squad Centerpoints; Tighten up ones with GMyrks.
DONE: GMyrks & Myrms, Fetch, Ghols, Mauls Swapped GMrks to lead and tightened up SQUAs to each other.

>>>Redo Approach a Group Actions.
DONE: Totally redone and good to go barring Fine Tunings. Setup with attack POLY & MUNG-MOVEs.

>>>Redo Approach b Group Actions.
DONE: Redid as 2 slimmed down GROUs. Stationary Soulless and Inner Undead risers.

>>>Give Brutes 2 more routes;
DONE: Added 2 more alternate routes and cleaned up original 2 a smidge.

>>>Delete Hills|Brute Thrall for higher diffs, ie hero legend ?????
DONE: Thrall for Timid & Simple diffs only.

>>>Brutes and Plat b appeared at same time, Revisit Knot Occupied Actions
DONE: Staggered Trigger Times; Lessened chances of overlap of choosing same trigger time simultaneously.

>>>Reverse & tighten up GMyrk/Myrm Plat SQUAs.
DONE: GMyrks lead now and grouped tighter to Myrms.

>>>Reverse & tighten up GMyrk/Fetch Plat SQUAs.
DONE: GMyrks lead now and grouped tighter to Fetch.

>>>Add S Fodder to Bog Actions.
DONE: S Fodder tied into Bog Activation|Attack|Deactivation MAs.

>>> 3rd Legion PLATs expire about 30 mins in; Delay respawning a bit more.
DONE: Extended Trigger on Dead TUNI from 35 - 70 to 55 - 90.

>>>Ghols Pus/Satch needs refinement.
DONE: Reworked PROJ & PRGR; Keep an eye on.

>>>Test out Dead MyrmSaken Bodies.
DONE: Created new sequences, PROJs and tied eveything together.

>>>Can Make Bog units *bounce* between rise/descent. Adjust Trigger Times.
DONE: Triggered & Un Triggered TUNIs give 1.5 - 3.0 Trigger times.

>>>PLAT b Interfered with bridge Actions ; Move WAYPs further South.
DONE: Adjusted Mesh/Cmap/Terrain for new path further south and adjusted WAYPs accordingly. Keep an eye on.

>>>Lessen Bridge Cutscene OBMO Tuni.
DONE: Lessened from 15 to 10. Keep an eye on in testings.

>>>Redo Hills Groups
DONE: Simplified, Repositioned, and Randomized. Fine tunings after playtestings.

>>>Still entertaining idea of taunting to become VISI ??
DONE: Taunting now makes units invi or visi dependending on their current state when taunting.

>>>Add to difficulty MUNGs Max # for new Bog GEOM
DONE: Default 15 | Hero 20 | Lgnd 30

>>>Why are bog units attacking invisible units too ?? FTW is going on!?!?
DONE: Created a work around to resolve issue. Not elegant, but it works.

>>>Why are opening attacks targeting Invisible units ?? Fix !
DONE: Put on POLYs instead of just attackers/targets.

>>>Reposition D LEGI closer to object point (too spread out) and reduce radius ffrom 50 to 42.
DONE: Repositioned and Radi adjusted accordingly.

>>>Units *STOP* when become visible is annoying.
DONE: Needed to stop Tauntingt Invi-Visi looping. Switched to *GUARD* instead.

>>>Add Soulless to Mid LEGIs Starting at simple difficulty, then 1 per = total of 4 per LEGI.
DONE: Soulless added. Except Timid diff, they ALWAYS will appear with any randomly chosen melee.

>>>Reset/Set Tro MONS tag and Heal CTRL to default heal fraction of .502.
DONE: MONS tag & CTRL Map Action reset/set.

>>>LEGI's mb for Mid Harassers ????
DONE: Harassers b & d converted to LEGIs B & D

>>>Retime opening fade; Jumps to brighter before fade in finished.
DONE: Retimed Duration from -50 to -40

>>>Tro can get caught on blowed up bridge. Fix !!
DONE: Added Tro to Hapless Units GEOM

>>>Adjust Pylon Guards difficulty Settings accordingly.
DONE: Unit difficulties set. (difficulty MUNG will need later setting up)

>>>Add Individual Pylon Guards
DONE: Fetch for Each Plus 4 MyrmSaken patrolling knot perimeter.

>>>Ummm, Pylon detonator still in Trip Mine PRGR, Remove !!
DONE: Pylon Detonator PROJ removed from trip mine PRGR.

>>>Remove Bog Closer Than TUNI adjustments from Difficulty MUNGs.
DONE: Deleted from MUNGs.

>>>Bog not werking right. Units flip flopping between arise/descend to easily/often.
DONE: Dropped closer than TUNI test and replaced with POLY 3 WUs larger than Triggering POLY.

>>>Soulcatcher getting hung up on units near falls in water out of reach.
DONE: Adjusted ATTA Polygon.

>>>Migrate over M3 Fire Cauldron
DONE: Tags extracted, migrated and replaced Tikki Torch in Scenery.

>>>S. Relic Lightning obstructed. (can hear it firing, just no actual lightning)
DONE: SOUN B was on model just enough it was obstructed ?? Readjusted and tested, both N & S.

>>>Delay endgame a bit, fade to white isnt completeing.
DONE: Added 1.0 to trigger, now 3.0.

>>>Why donut Tro get confused ?? Verified Trow IS set to 1.00 confusion in OBJE tag.
DONE: Because damage was set to 1.0 to 1.0 range, had it been 1.051 or higher, never woulda been an issue. :o(

>>>Dont forget to finish tieing in of SB actions.
DONE: Tied in, needs final testings, keep an eye on. ((tested, werks fine))

>>>Set egg diffs.
DONE: Set Normal left|Legend right

>>>Re-add small trigger times to attacks. Keep player on toes, mb lessen player doing visi-attack-invi loops.????
DONE: .5 to 2.5 added to all minor attacks and groups. Shades and PLATs left with their longer triggers.

>>>Back GROUs Non-Reactive/Sluggish ?? Getting activated, Yes / No ??
DONE: Yes they were. Fixed for now; Current issue was radius wei too small (8-16) Increased all associated MA's via Main Radi container(16-28min); Tied approaches a&b to Main Radi; Fixed 2 misplaced Gaurd Points for approach b Group X. Adjusted Diff. MUNGs accordingly.
(Re-Visit these and refine further as needed per future testing results)

>>>Reduce Thrown/Dead axe size a smidge.
DONE: Reduced from 0.556 to 0.508

>>>Puss and ammo on simple diff ?? FTW !?
DONE: What i get for testing mostly Legendary; Reworked Ammo & 50/50 attack. Tested. No pus or satchels til hero now, as shoulda been. x2 on legendary.

>>>Create a better thrown axe using COLL images.
DONE: Used 45* and 90* images from walk and stand sequences.

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Heroes Plugin Preview

Postby GHOST® » Sat Feb 16, 2013 4:11 pm

Finally got around to redoing this, and after 100's of color variations/designs, this is what i have settled on for the Final Plugin Preview.

Image

Heroes Who Dare continues to progress in a timely manner towards final release in Mid-March. :o)
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Re: Are there any Heroes Who Dare ??

Postby Jon God » Sat Feb 16, 2013 11:07 pm

Looking forward!
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Re: Are there any Heroes Who Dare ??

Postby Point » Wed Feb 20, 2013 1:14 am

so if they're aren't any heroes who dare how bout some wannabees that are willing to try?

HWD testing tomorrow night?
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Heroes Who Dare - RELEASE IMMINENT !!

Postby GHOST® » Thu Feb 28, 2013 8:02 pm

Greetings,

If there have been any further issues that have been found or felt need to be addressed, speak now or forever hold your peace.

Heroes Who Dare is scheduled for release 11 March 2013_12:00am EST.


Things are finalized on my end yet continue to go through rigorous testings (& some minor upgrades) as my time has permitted. No unexpected issues have arisen thus far in my testings, but some more films of others playing would be helpful. While things may *appear* correct to you, i may spot something that isn't werking as i expected or intended. These hidden issues tend to arise from un-orthodox playing, ie people who know how to play better than me, and while i try to test every possible way of breaking my script(s), there inevitably are ways i may have overlooked and not accounted for. So, if you wanna give me and HWD some last minute help, upload your HWD RC02 Films to my Uploads Folder at uDogs.hl or post a link|send me a PM where i can DL it from. Thanks !! :o)

So, mark your calenders, set your alarms, get your 2 beer party hat out, and we we will sOOn™ see just how many Heroes Who Dare still exist in our community. :oD

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Re: Are there any Heroes Who Dare ??

Postby Khellek » Thu Feb 28, 2013 8:05 pm

Dang! That cmap ROX!
There can be only one...
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Re: Are there any Heroes Who Dare ??

Postby Jon God » Fri Mar 01, 2013 6:51 am

Purdy.
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Re: Are there any Heroes Who Dare ??

Postby Point » Fri Mar 01, 2013 5:36 pm

jump on mnet and lets test it out on 1.8
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Heroes Who Dare has been Officially Released

Postby GHOST® » Sun Mar 10, 2013 9:22 pm

Heroes Who Dare has been released into the wilds of the Myth Community.

I really appreciate the help i got from some of yous with this project and I really hope you all get half as much fun out of playing Heroes Who Dare as i had in the creating of it. :o)

Now go get your copy today before the sale is over. ;o)

GL HF Die Well !! :o)

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Re: Heroes Who Dare Released for Public Consumption

Postby vinylrake » Mon Mar 11, 2013 11:21 am

any HWD release pahtays lined up?
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