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Controlled Monster Arena

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Controlled Monster Arena

Postby angrykirc » Sun Jul 13, 2014 5:25 pm

Hello everyone. First of all, I'm sorry for my English skills...
I would like to show you my map that I made with help of UniMod. (Thanks to Dio, TheSim and Evengard for this awesome thing!)
You can play as one of 16 available monsters. Each monster has different powers and attributes (attack, health and so on)
The goal is to get into enemy team base and destroy special Statue, or survive until the time limit ends (optional)
Map is suited for 2 teams, Arena or Elimination game mode.
I uploaded archive containing map and required UniMod scripts here.
To host the map, you first need to unpack this archive into Nox folder and run game using NoxPatched_UniMod.exe.
There is also a small table included; I created it in order to help you understand each monster's powers.
Image
(I tried to attach everything, but got error message saying "mobarena9.zip => The uploaded file is empty.")
Everything is in active development, so feel free to post your ideas/opinions.
Last edited by angrykirc on Sun Jul 13, 2014 5:48 pm, edited 1 time in total.
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Re: Controlled Monster Arena

Postby Damaskox » Sun Jul 13, 2014 5:36 pm

=)
I wonder, how awesome it would be if there were Players (as Jack's) fighting to break down the Statue.
So everything would be just like in this map, but instead of Monsters, we would play as Jack's.

Would it be a good idea to make that implemented?
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Re: Controlled Monster Arena

Postby angrykirc » Sun Jul 13, 2014 5:52 pm

Last edited by angrykirc on Sun Jul 13, 2014 7:07 pm, edited 1 time in total.
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Re: Controlled Monster Arena

Postby Damaskox » Sun Jul 13, 2014 7:00 pm

No problem.
Atleast I haven't seen any maps like that before in NoX. This could be something totally new, and even more Teamplay/Co-op.
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Re: Controlled Monster Arena

Postby VoDkA » Sun Jul 13, 2014 9:41 pm

Fuckin' sweet! I always wanted to be a Shade hahaha (Shade was my old name back in the day but everyone said it was too much like "Shady" -_-)
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Re: Controlled Monster Arena

Postby angrykirc » Thu Jul 17, 2014 6:38 pm

Update is here!
Changelog
Spoiler: show
+ Cleaned up code a lot.
+ Fixed lots of Statue-related bugs.
+ Redone monster movement control. It is much more Nox-style now!
+ Added AI players demo (not finished yet)
You can spawn AI ingame using console command "MobArena.SpawnRandomBots()"
+ Increased attack delay of these monsters:
Imp, Wolf, Spider, Flyer, Gargoyle, Shade (animation length set according to monster.bin)
+ Troll's Harpoon now can pull enemies through windows as well as halfwalls
+ Ogre's Magic Resistance effect now lasts longer (4 => 5 seconds)
+ Necromancer's Deep Freeze now has a casting delay of 0.5 seconds.
Casting process may be interrupted by stunning/confusing/freezing Necromancer.
+ Necromancer got a new ability: Raise Zombie (L key)
+ Increased health of hive-spawned Wasps (10 => 12)
+ Flyer's Rapid Fire now can be interrupted by stun/confuse/freeze
+ Redid Imp's Clone mechanics
Clones now do not attack anything themselves, instead they shoot only at your command
Also increased number of clones (4 => 5)
+ Archmage's Restoration now heals 20 health (15 previously)
+ Added new monster: Urchin Shaman! (45 HP, 45 AD, 9-23 DMG, Medium speed, 3 skills)

In-game screenshots
Spoiler: show
Necromancer's Deep Freeze
Image
Two Gargoyles and Shade on the bridge.
Image
Imp and his Clones 1
Image
Imp and his Clones 2
Image

Archive containing map and required scripts is attached to this post.
Attachments
mobarena10.zip
Unpack this into Nox folder.
(204.6 KiB) Downloaded 615 times
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