[CF-Devel] immunity: modified pupland quests

Andreas Vogl andi.vogl at gmx.net
Sun Sep 17 04:57:26 CDT 2000


on Sat, 16 Sep 2000 Peter Mardahl wrote:

>
     
      It'd be very helpful if you discussed what changes you've made
     
     >
     
      to the maps.
     
     >
     
     
     >
     
      It's not very easy to figure out from raw mapfiles what has changed.
     
     
True. I actually included a file "CHANGES.txt" into the zip archive
with the maps. But here is a description of my changes for everybody:

I have modified most of ancient pupland, focusing on the quests for
wdsm (white dragon scale male) and the magic-cloak (cloak of magic
resistance).

The major changes affect the castle of the evil masters. I have spent
most of the time at recreating those maps practically from scratch.
They are the "centerpiece" of my work :-)
Then I changed some parts of the ruins (of shining village) to make
that secret-passage into the castle work and look good. 
I also changed ancient lone town and the (two maps) with Kurte.
I have inserted my add-ons to the storyline and I made all the stuff
in Siegfried's house work.
To make all this stuff accessable by players I had to change some
parts of eureca's castle in realtime-pupland too (Most important is
`eureca_castle5´ with Gothwolte on it), because it used to be broken.
I also changed the location of wdsm itsself: I created the new
volcano-maps in ancient pupland and removed the cellar of eureca's
castle (eureca_castleB2).

I always liked the pupland maps, especially the storyline, but I think
the wdsm/magic cloak are too powerful and too easy to get - once you
know how it´s done.
That´s why I inserted some real tough fighting parts in the quests.
Once you know the theoretical part you still need to solve the
fighting part (e.g. at another server).
The new threats I created are the four Evil Masters, Gothwolte
(two forms of being), a Slug of Terror (Gothwolte's pet) and the
Rock Crushers (secret passage to the ancient castle).
(The Terrorslug is the coolest by far: Once you defeat it, it´ll break
up into three smaller pieces that continue to attack you...)
These new monsters are very dangerous, but still far from being
impossible to defeat. Just that you'll need much more strategy and
maybe level 110 to do so. It is well possible to kill them alone
(I extensively tested that), but if several players attacked together
it would be easier.

I toned down the wdsm by removing the cold immunity. Both fire and
cold immu on one item - is that necessary?
In return, I increased the chance to actually get a wdsm at the
end of the quest. Chance was 1:24 - now it´s 1:8. It´d be unfair
to get too low chances after that kinda battles you need to
survive now.

What I didn´t like either is the possibility of handing those
powerful artifacts to other players. Newbies with a wdsm? - Urrgh!
For the artifacts I set the flag "startequip 1". That means you
can pick them up, wear them, even improve them and enjoy your life.
But if you ever drop them, they will vanish instantly.

Finally, I tried to improved the language of the NPCs a little,
my english isn´t perfect either - I did what I could. I didn´t change
the storyline but I tried to make it even more interesting. I have
added some stories about the evil masters for example.

About the new volcano maps: They contain more, hum... 'hazardous areas'
(permanent threats like firewalls) than real monsters. Should be
*impossible* to pass at lower levels. And the ride on the lore is real
sweet, I love those maps :p


I would appreciate any sort of feedback, positive or negative.
If you have additional questions, don't hesitate - ask me.

Andreas V.

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