1. The Shadow Ørder has officially disbanded as of July 8, 2018. We had a good run. See here for the goodbye letter from Valen. Visit the home page for the brief history of the clan.

Clan Map: Shadow Fortress

Discussion in 'Lobby' started by Valen, Sep 27, 2016.

  1. Valen

    Valen Grand Master Shadow Council

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    The clan map has begun production! This map will serve as our headquarters for clan meetings and certain events. It will be in development indefinitely, as I plan to continually add things to it over time.

    Right now only me and @Daedalus are working on it. If you're interested in helping out, just let me know. We'll need to keep the .map file in the hands of one person each time we want to edit it, so that we don't end up with multiple versions from each person.

    Quick preview:

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  2. Blackout

    Blackout

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    Cant wait to build this bad boy up and start playing on it!
     
  3. rooxon

    rooxon

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    I'll start working on the turntables for the saber museum! What's gonna be the name/theme of the map?
     
  4. Valen

    Valen Grand Master Shadow Council

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    The name will probably be Shadow Temple. It'll be a Jedi Temple of sorts, with rooms for specific things. So the saber museum will probably be a room that is attached to the archives.
     
  5. swagmaster

    swagmaster

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    tis be a good lookin map, cant wait to go on
     
  6. Xarious

    Xarious

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    Probably already been asked & answered somewhere else, but... what all rooms are in the plan for the clan map currently? I gather there will be archives and a saber museum so far.
     
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  7. Valen

    Valen Grand Master Shadow Council

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    So far, there will be a council room, saber museum, archives, dueling room(s), NPC room, Infected area (whole bottom floor), and probably a couple training rooms (which I'll need help with).
     
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  8. rooxon

    rooxon

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    I got some ideas for training rooms. Jumping section, pole room, stationary NPCs to train damage dealing and the likes. :)
     
  9. Xarious

    Xarious

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    I can definitely offer some suggestions, I'm always having to impromptu my teachings using whats available on ffa3.
     
  10. rooxon

    rooxon

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    Me and mike have done a certain training at the very beginning when I joined, he was moving horizontally slashing every now and then (nothing else, just horizontal movement, no W or S) and I had to train my W+D hit with duals. Would that be possible to script in with an NPC so there's no need for two actual persons to play? I reckon it wouldn't work as good as a real life player but maybe would still be nice to have so you don't always need to nag someone.

    And Master Valen, you gotta make a roll-stabbing npc for you and train to evade him. xD
     
  11. Xarious

    Xarious

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    You mean like, an npc that just moves side to side? Yea, t3home2 and the valley of the jedi have different variations on something like that.

    Although I don't personally like a lot of the things on t3home2, but it has some good training equipment. The Kyle's with hp counts was probably the most useful thing on the entire map in my opinion. So as far as a list goes...
    -Kyles for damage explanations. This pretty much covers wiggle/poke lessons, but also
    -Thin poles for aim practice. I like to use the poles in the CY of ffa3 for teaching it early because it requires more accuracy to keep it in a pole that thin than it does to hit an npc.
    -Strafe training areas. No, not those lame strafe pads either. :p I usually teach strafe basics in the CY on ffa3, I can show you what I mean later but I think there ought to be an area for teaching that because its kinda core to the game, and to combat.

    I'll post more as they come to mind but those are probably the most important actual training items, aside from maybe something like what Apoc had on shola with the revolving spinning things of doom for timing practice. A lot of the stuff that really matters needs to happen in sparring practice.
     
  12. Valen

    Valen Grand Master Shadow Council

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    Lots of progress since I posted this thread. Here are some shots of what we have so far. Shoutout to @rooxon and @Daedalus for contributing!

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    Still lots to do!
     
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  13. Valen

    Valen Grand Master Shadow Council

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    More progress! Tag Team arena is nearing completion, just in time for an upcoming event!

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  14. rooxon

    rooxon

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    can I... touch it?
     
  15. Blackout

    Blackout

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    That arena is lookin real good!
     
  16. NubSmoo

    NubSmoo

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    Underworld 2.0
     
  17. Valen

    Valen Grand Master Shadow Council

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    Recent update:
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    This was a very small update. Soon we will start the lower floor, which will be the infected/predator area.
     
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  18. Artemis

    Artemis Shadow Council

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    There's oneee thing that bothers me. In the tag team room, the yellow/orange/red booths are in rainbow order, while the side with the green isn't.

    I really like the fountain in the outside area. Very cool.
     
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  19. Valen

    Valen Grand Master Shadow Council

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    I originally wasn't going to do rainbow order, but when I did the red side I figured it would look weird if I didn't. I hoped nobody would notice the other side not being done the same. :p I can fix that for the next update (unless it bothers you a lot, I can send you a fixed version)
     
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  20. Valen

    Valen Grand Master Shadow Council

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    This is a small/big update. It's small because the changes are minimal. Mostly small bug fixes. It's big in that it now has a different map file name and pk3 name. That means that it is imperative you delete shadow.pk3 and install this one instead. Because when we go to the clan map from now on, the one you currently have will not work and you will get kicked until you get this one. :p

    The PK3 is now named Shadow_Fortress.pk3.

    http://shadoworder.com/downloads/maps/Shadow_Fortress.zip


    Changelog:
    • Added arena file so it can now be call voted
    • Changed name of map from shadow to shadow_fortress
    • Fixed the tag team colors to actually adhere to proper ROYGBIV order
    • Fixed training room sign to actually be flush with the wall
    • Lowered the left side of the structure above the main entrance
    • Coke machines now give full health, with a tasty surprise
    • Hallway to basement is now lit up, but still locked. It's still under construction down there and we ran out of hard hats to give ya'll.
    • Skybox is now it's own thing, and shouldn't replace the vanilla Coruscant skybox
     
    Last edited: Feb 28, 2017
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