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Dead / Damage Zones

xenopz1xenopz1 Member Posts: 25 Arc User
edited May 2013 in The Foundry
Hello!

I'm trying to make a map with cliffs and a map with acid pools.

- Does anyone know how I can set a dead-zone (like the one below Moonstone Mask) that makes sure if players are too low, they die instead of get stuck forever?
- Does anyone know how to create zones that damage the player when they enter them (lava zone or acid zone or anything like that)?

Thanks!
Post edited by xenopz1 on

Comments

  • ahkronnemesisahkronnemesis Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    The best I can think of is to put an invisible wall near the cliff fall and put lots of traps down there.
    The invisible wall will avoid the player to move away from the traps if there's space to run, since there's a very limited number of traps you can lay.
    [Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
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  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    The invisible wall idea works great, and you can increase the damage substantially by stacking spellplague energy squares onto each other(so they can die "instantly" instead of forcing the player to wait a long time!)

    This is also built in to the Cave map stuff, so if your concept works well in a cave system, then that's a great way to do it!
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  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    We do not have the capability of placing kill volumes as players, and will not be able to in the future. This is a deliberate decision by Cryptic. The maps that feature falling to your death are supposed to already contain these volumes, and that includes the caves tileset. You can't adjust them yourself.
  • xenopz1xenopz1 Member Posts: 25 Arc User
    edited May 2013
    Okay. How about acid/lava volumes lighting you on fire/causing damage if you enter them?
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    xenopz1 wrote: »
    Okay. How about acid/lava volumes lighting you on fire/causing damage if you enter them?
    Spellplague cracks will do that automatically.
  • ahkronnemesisahkronnemesis Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    A good example on where that is kinda needed is on some exterior maps.

    An exterior map with an elevated path is great, but the thing is, falling down the path won't kill the player, but it will not allow the player to get back to the path either.
    [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 )
  • zahinderzahinder Member Posts: 897 Arc User
    edited May 2013
    Some lava details cause damage. The flowing rock one, but not the large fields. Maybe others.

    I'm not sure how easily you can hide or stack these.
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