So I figured out a way to kind of make more campfires........Kind of. So I put a crystal in my map every here and there and when the player clicks the crystal it activates another crystal to appear at the campfire that will teleport the person back to that spot. As the player progresses there are more crystals and as they activate these it also deletes the older one so that there is only one active at a time. So far it has worked in testing.....whats your guys thoughts?
I wish this was true, but maps have only allow 1 campfire in my experience. It goes to 1/1 after you place the one.
This idea of using a teleporter to go to the one campfire room is awesome if you ask me!
I played a ridiculously short map with pretty much no story and a bunch of encounters, and it somehow had two campfires. Really made me mad as I've got two maps about ten times as large and I'm only allowed one.
[SIGPIC][/SIGPIC]
0
moondawg13Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited May 2013
Respawn Points (Campfires) and Teleporters have no properties that make them appear or disappear. You are only allowed one Respawn Point per map.
I played a ridiculously short map with pretty much no story and a bunch of encounters, and it somehow had two campfires. Really made me mad as I've got two maps about ten times as large and I'm only allowed one.
Is it possible that as your encounter number goes up, your maximum campfires also goes up? I don't plan on making anything combat heavy, so I have no way of knowing unless I decide to make a new map to test it out.
Is it possible that as your encounter number goes up, your maximum campfires also goes up? I don't plan on making anything combat heavy, so I have no way of knowing unless I decide to make a new map to test it out.
Nope its 1 real campfire per map, regardless of the number of encounters. I have a map with 50 encounters and only allowed a single campfire.
Resurrection of Xunvrae - NWS-DNNZST5FJ
House Arken'etts' power is shattered, to restore this once proud house Xunvrae must return.
If a map has two campfires then isn't it sort of breaking a rule or something? Seriously. It's not fair people with <font color="orange">HAMSTER</font> maps get two and us hard workers spending weeks on our maps get one. I'm beginning to suspect foul play.... There's a conspiracy in hyah! And I'm going to seek it out.
Good to know. So I guess it's just dependent on the map you're using? Maybe some of the cryptic pre-made maps allow more than one/come with more than one by default?
Maybe Heroes of the North are getting more campfires than the other players? I know it's possible to have more than one campfire for some people because I've seen it, and I've even seen a teleport spawn before, which I apparently cannot do. I want answers now. What's the deal?
Maybe Heroes of the North are getting more campfires than the other players? I know it's possible to have more than one campfire for some people because I've seen it, and I've even seen a teleport spawn before, which I apparently cannot do. I want answers now. What's the deal?
As far as I know, you can only place one campfire per map. Those of you who are saying otherwise, what is the code of a quest that has two on the same map? I've never seen one.
As far as I know, you can only place one campfire per map. Those of you who are saying otherwise, what is the code of a quest that has two on the same map? I've never seen one.
Nevermind, I think they just duplicated the map and moved the campfire.
The way to get two spawn points is to put the campfire about halfway or wherever you want the second spawn point. Until you reach it, the entrance will be the default spawn point.
You can't have two campfires but by doing this you will have two spawn points.
Trading reviews with anyone that is willing to leave a comment/review in either of the following quests:
Hell Gate NW-DT6I0MSEZ Great for a small group of 2-3 friends
Hell Gate: Return NW-DERICH2GYQuick and Simple Hack & Slash
The way to get two spawn points is to put the campfire about halfway or wherever you want the second spawn point. Until you reach it, the entrance will be the default spawn point.
You can't have two campfires but by doing this you will have two spawn points.
Thanks! This tip could save a lot of players a lot of walking.
Note that you can do the teleporter idea if you are willing to cover up teleport exits. Let's say you have a campfire in an octagonal room -- each of the walls drop down in turn to reveal a portal to the next of a chain of 7 (one side is the regular exit).
Not ideal, but hey.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
0
ahkronnemesisMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I've though about this for large maps and the only way I could think of involves loading a duplicate map.
As the player reaches some point of the map, make it change map into a new, duplicated map, where the spawn point and campfire is at that middle point.
Ugly, but might work if really needed.
[Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
0
jezathforumMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
you could have a gate or fence or door or portculliss to walk through then duplicate map and new campfire on other side?
"There are two things that drive technology forward in a huge leap in this world, one is war and one is business..."-- Timothy Wade 2012
"If you wish to join a guild, that will be running a guild foundry RP campaign then come take a look at [BLOOD]"
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ahkronnemesisMember, Neverwinter Beta UsersPosts: 0Arc User
you could have a gate or fence or door or portculliss to walk through then duplicate map and new campfire on other side?
It has to be a map change, so it needs to be an interact, not a "walk through".
You'll get a load when changing maps tho, and that's always a bit ugly.
[Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
0
juravianMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 63
edited May 2013
If you want to be inventive, you can have doors to teleports that are only openable if you have an item. Have something near the return teleporter drop that item.
Yeah I have in one of my quests possibility to teleport back to camp fire from middle of the complex where is tuft boss... however that teleport is of course hiden by the wall until some moment.. the tricky thing is that as you walk around it makes so much noice that anybody can say there is teleport behind that wall.. which in way ruins atmosphere a bit.. but well at least something..
Like teleport appearing and disappearing (no)option is one of those large "WTF?" about Foundry... Those things that really should be working and you can find thousands of reasons why it should work that way but it just does not... But yeah you can make appear and disappear commode... that is really important for game.. if player would need to go on toilet... Commode is probably more important in this way then teleport.. :cool:
Yeah I have in one of my quests possibility to teleport back to camp fire from middle of the complex where is tuft boss... however that teleport is of course hiden by the wall until some moment.. the tricky thing is that as you walk around it makes so much noice that anybody can say there is teleport behind that wall.. which in way ruins atmosphere a bit.. but well at least something..
Like teleport appearing and disappearing (no)option is one of those large "WTF?" about Foundry... Those things that really should be working and you can find thousands of reasons why it should work that way but it just does not... But yeah you can make appear and disappear commode... that is really important for game.. if player would need to go on toilet... Commode is probably more important in this way then teleport.. :cool:
Use a non magic teleport, like a tunnel entrance one. those make no sound.
[Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
I played a ridiculously short map with pretty much no story and a bunch of encounters, and it somehow had two campfires. Really made me mad as I've got two maps about ten times as large and I'm only allowed one.
Probably a quest from the early stages of beta. There are some that have some stuff that isn't in the foundry anymore.
Try my quest Tucker's Kobolds, now with an all new map and encounters! Version 2.0.2 (5/11/2013)
NW-DGW8GFH6 @EB2013
Use a non magic teleport, like a tunnel entrance one. those make no sound.
I cant.. it would not make sense in some ways to have there entrance like that.. it has to be magical teleport... Like for those specific places.. There is no logic for tunnel entrance... there is only logic for magical one...
I cant.. it would not make sense in some ways to have there entrance like that.. it has to be magical teleport... Like for those specific places.. There is no logic for tunnel entrance... there is only logic for magical one...
Hmmm.... You could dress it up a bit... use a nonmagic teleport and have a portal texture that intersects it in such a way it appears to a magical teleport. May not be perfect - but close?
Likewise, is there not a teleport of that is just sparklies with no sound and no real textures other than the sparklies? (I am at work and do not have access to the foundry atm.) If there is... do the sparklies teleport and mesh it with a portal graphics that is just an inch or so behind the real teleport... to give it that magical feel.
Hmmm.... You could dress it up a bit... use a nonmagic teleport and have a portal texture that intersects it in such a way it appears to a magical teleport. May not be perfect - but close?
Likewise, is there not a teleport of that is just sparklies with no sound and no real textures other than the sparklies? (I am at work and do not have access to the foundry atm.) If there is... do the sparklies teleport and mesh it with a portal graphics that is just an inch or so behind the real teleport... to give it that magical feel.
I didnt study teleports much... Maybe there is some withtou sound.. I have to check.. I was trying just one... I mean any teleport without sound that is not entrance would do..
There are any portal graphics? I was looking for some and I didnt found.. like teleport which is detail not teleport...
But I guess it does not matter... if there is anything that is teleport and it has no sound I can dress it in effects to give it magical feel.. but I have to check if I can get in to game now to check...
I made a map with two spawn points. That was my limit. I am F2P, not founder, joined on the first day of the open beta.
The quest is The Stormhorn Crypt. I have not been able to find it although I received a message it had been published.
Even though it is published... it may take a few ADDITIONAL days to queue into the foundry board. best way to search for it is the Foundry code... NX-74205 (or what ever the code is... and that is for the USS Defiant - FYI).
Comments
In "special" place a respawn point.
I wish this was true, but maps have only allow 1 campfire in my experience. It goes to 1/1 after you place the one.
This idea of using a teleporter to go to the one campfire room is awesome if you ask me!
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
I played a ridiculously short map with pretty much no story and a bunch of encounters, and it somehow had two campfires. Really made me mad as I've got two maps about ten times as large and I'm only allowed one.
Chapter One: In Search of the Legend
Is it possible that as your encounter number goes up, your maximum campfires also goes up? I don't plan on making anything combat heavy, so I have no way of knowing unless I decide to make a new map to test it out.
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
Nope its 1 real campfire per map, regardless of the number of encounters. I have a map with 50 encounters and only allowed a single campfire.
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
As far as I know, you can only place one campfire per map. Those of you who are saying otherwise, what is the code of a quest that has two on the same map? I've never seen one.
Nevermind, I think they just duplicated the map and moved the campfire.
You can't have two campfires but by doing this you will have two spawn points.
Hell Gate NW-DT6I0MSEZ Great for a small group of 2-3 friends
Hell Gate: Return NW-DERICH2GY Quick and Simple Hack & Slash
Thanks! This tip could save a lot of players a lot of walking.
Not ideal, but hey.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
As the player reaches some point of the map, make it change map into a new, duplicated map, where the spawn point and campfire is at that middle point.
Ugly, but might work if really needed.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
"There are two things that drive technology forward in a huge leap in this world, one is war and one is business..."-- Timothy Wade 2012
"If you wish to join a guild, that will be running a guild foundry RP campaign then come take a look at [BLOOD]"
It has to be a map change, so it needs to be an interact, not a "walk through".
You'll get a load when changing maps tho, and that's always a bit ugly.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
Like teleport appearing and disappearing (no)option is one of those large "WTF?" about Foundry... Those things that really should be working and you can find thousands of reasons why it should work that way but it just does not... But yeah you can make appear and disappear commode... that is really important for game.. if player would need to go on toilet... Commode is probably more important in this way then teleport.. :cool:
Use a non magic teleport, like a tunnel entrance one. those make no sound.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
Probably a quest from the early stages of beta. There are some that have some stuff that isn't in the foundry anymore.
Try my quest Tucker's Kobolds, now with an all new map and encounters!
Version 2.0.2 (5/11/2013)
NW-DGW8GFH6
@EB2013
Part II Coming Soon!
I cant.. it would not make sense in some ways to have there entrance like that.. it has to be magical teleport... Like for those specific places.. There is no logic for tunnel entrance... there is only logic for magical one...
Hmmm.... You could dress it up a bit... use a nonmagic teleport and have a portal texture that intersects it in such a way it appears to a magical teleport. May not be perfect - but close?
Likewise, is there not a teleport of that is just sparklies with no sound and no real textures other than the sparklies? (I am at work and do not have access to the foundry atm.) If there is... do the sparklies teleport and mesh it with a portal graphics that is just an inch or so behind the real teleport... to give it that magical feel.
I didnt study teleports much... Maybe there is some withtou sound.. I have to check.. I was trying just one... I mean any teleport without sound that is not entrance would do..
There are any portal graphics? I was looking for some and I didnt found.. like teleport which is detail not teleport...
But I guess it does not matter... if there is anything that is teleport and it has no sound I can dress it in effects to give it magical feel.. but I have to check if I can get in to game now to check...
The quest is The Stormhorn Crypt. I have not been able to find it although I received a message it had been published.
Even though it is published... it may take a few ADDITIONAL days to queue into the foundry board. best way to search for it is the Foundry code... NX-74205 (or what ever the code is... and that is for the USS Defiant - FYI).