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
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ahkronnemesisMember, Neverwinter Beta UsersPosts: 0Arc 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
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
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!
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.
Okay. How about acid/lava volumes lighting you on fire/causing damage if you enter them?
Spellplague cracks will do that automatically.
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ahkronnemesisMember, Neverwinter Beta UsersPosts: 0Arc 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 )
Comments
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.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
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!
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.
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.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
I'm not sure how easily you can hide or stack these.
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?