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Hive Keeper - Dungeon Keeper Mod

    #121 Dec 23, 2010 at 03:07 UTC - 0 likes

    Awesome. The only suggestion I could possibly make would be removing unit health bars, since the walls having health sort of breaks the DK illusion.

    Good job. Haven't played DK2 in a long time. Watching this video took me back :P.

    My Projects:

    #122 Dec 23, 2010 at 07:38 UTC - 0 likes
    Quote from RockJohnAxe: Go

    But Cmon, Mutaling is the perfect name. Its a Smaller Swarm unit like a Zergling but its a mutalisk... Mutaling

    And i still think Horned Reaperlisk is an awesome name for the Horned Reapers Unit.

    Yep, as I said i like the mini-mutalisk idea and the name is perfect as you said ;)
    The name for the reaper is a bit too similar to the original name, I fear to use that kind of names for copyright reasons. Maybe just reaperlisk should be ok

    Quote from wingednosering: Go

    Awesome. The only suggestion I could possibly make would be removing unit health bars, since the walls having health sort of breaks the DK illusion.

    That's just for testing purpose, don't worry ;)

    #123 Dec 23, 2010 at 23:24 UTC - 0 likes

    you should add randomly genertared caves ( small ones ) which have units it them to spice the game up a bit :P.

    #124 Dec 24, 2010 at 12:07 UTC - 0 likes
    Quote from Hiruty: Go

    you should add randomly genertared caves ( small ones ) which have units it them to spice the game up a bit :P.

    What do you mean?

    #125 Dec 24, 2010 at 12:27 UTC - 0 likes
    Quote from Bibendus: Go

    @Hiruty: Go

    What do you mean?

    Small pockets of in the walls containing neutral units. These were common in the Dungeon Keeper 2 campaigns.

    I love the smell of toasted inactive members in the morning!

    #126 Dec 24, 2010 at 13:01 UTC - 0 likes
    Quote from redmarine: Go

    @Bibendus: Go

    Small pockets of in the walls containing neutral units. These were common in the Dungeon Keeper 2 campaigns.

    Oh secret areas with neutral units inside to conquer, now I got it ;)
    BTW I need to work on the map editor before making advanced maps!

    #127 Dec 27, 2010 at 20:52 UTC - 0 likes

    Can we expect another video update eventually? The videos get newsed and really bring a lot of attention to the map.

    Feel free to Send me a PM if you have any questions/concerns!

    #128 Dec 28, 2010 at 14:38 UTC - 0 likes

    This should have been released as a christmas gift but I've been sick (and still I am but a bit less).
    BTW Merry (late) Christmas

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    Last edited Dec 28, 2010 by Bibendus
    #129 Dec 28, 2010 at 15:37 UTC - 0 likes

    @Bibendus: Go

    Well... Thank you, Father Christmas! :D

    I'm still amazed by the speed at which you make that much progress on your project. I've been working on my board game lately and I'm still stuck with dialog boxes and how to manage units placement with mouse clicks etc... I know I work alone on my projects, but still. Seeing this almost makes me want to cry, like "OMG this is so awesome! I want it!". :D

    #130 Dec 28, 2010 at 16:42 UTC - 0 likes

    1st: Very nice video, I can't wait to see this finished.

    2nd- Random question that just popped into my brain: What if you click on a tile to dig but its way out somewhere. Like if in a room of solid rock, you click on the tile in the middle. your workers can't get to it unless they dig some times you haven't selected..What happens then?

    #131 Dec 28, 2010 at 18:09 UTC - 0 likes
    Quote from zeldarules28: Go

    Random question that just popped into my brain: What if you click on a tile to dig but its way out somewhere. Like if in a room of solid rock, you click on the tile in the middle. your workers can't get to it unless they dig some times you haven't selected..What happens then?

    The AI works as it has vision of all the map. That means that only reachable points will be digged, if I even try to dig a valid tile but I don't create a tunnel to reach it, the workers will just ignore it.

    #132 Dec 29, 2010 at 09:07 UTC - 0 likes

    Nice. What Algorithm did you use to check the rooms' shapes?

    #133 Dec 29, 2010 at 15:43 UTC - 0 likes
    Quote from tFighterPilot: Go

    Nice. What Algorithm did you use to check the rooms' shapes?

    It's a bit hard to explain. The important thing is to start from a corner and follow a direction.
    Double for cycle with X and then Y.
    For each tile i checked if it had a valid workstation, that means it must be contained in a 3x3 tile of the same room and in some cases these tiles must not have other workstations. The important thing in this case is to check workstations ONLY on already calculated tiles from the double for cycle
    (X < currX || (X == currX && Y < currY)).

    Last edited Dec 29, 2010 by Bibendus
    #134 Dec 31, 2010 at 01:27 UTC - 0 likes

    Will this interpretation of DK2 include the bug from the original game where temple sacrifice spawned units do not count to the portal limit (allowed infinite population)?

    I presume you have a list of all the original temple recipies.

    So far you have not mentioned anything about units worshiping in the dark temple. In DK2 that was a way to generate mana (was quite rigged with 50 vampires in strips of treasury lair and temple as that could keep Horny out indefinitely and generate a surplus of money with the spell).

    Last edited Dec 31, 2010 by DrSuperEvil
    #135 Dec 31, 2010 at 03:27 UTC - 0 likes

    Amazing video!! I love this!! I cant wait till this is done!!

    Destruction For Hire

    #136 Dec 31, 2010 at 04:54 UTC - 0 likes

    SO! Uh, can I play this? Like now? Pretty sure I asked for it for xmas. :D

    Great work, look forward to seeing more.

    #137 Jan 01, 2011 at 19:52 UTC - 0 likes

    Hello, would you be interested in any custom UI design elements? I've been a big Dungeon Keeper 1/2 fan since the old days, and still play the occasional match. I also tried to make a Dungeon keeper inspired map on WC3 but lost interest :/ But I could make some really nice interactive UI's for your map if you'd like :D

    #138 Jan 01, 2011 at 20:25 UTC - 0 likes
    Quote from DrSuperEvil: Go

    Will this interpretation of DK2 include the bug from the original game where temple sacrifice spawned units do not count to the portal limit (allowed infinite population)?

    I presume you have a list of all the original temple recipies.

    So far you have not mentioned anything about units worshiping in the dark temple. In DK2 that was a way to generate mana (was quite rigged with 50 vampires in strips of treasury lair and temple as that could keep Horny out indefinitely and generate a surplus of money with the spell).

    I suppose I'll make my own recipe list so you'll have to discover them :P
    BTW I'm going to count temple spawned units as normal units for the cap limit. I read that in multy there wasn't any cap on unit types so you could have trained 50 dark knights and sent them to kill anything. I'm going to cap limit the powerful units.
    The temple mana generation will be more or less like the original game. BTW a cumulative consumption of mana should be necessary to block the infinite horny spawn time.

    Quote from mustafakemal: Go

    Hello, would you be interested in any custom UI design elements? I've been a big Dungeon Keeper 1/2 fan since the old days, and still play the occasional match. I also tried to make a Dungeon keeper inspired map on WC3 but lost interest :/ But I could make some really nice interactive UI's for your map if you'd like :D

    No need of custom UI for now, thanks :P

    Last edited Jan 02, 2011 by Bibendus
    #139 Jan 01, 2011 at 23:44 UTC - 0 likes

    I was actually refering to the sacrifice 2 salamanders for a mistress which didnt count to the 20 units per portal limit (for some reason i had alot of salamanders spawning faster than any other unit) while the salamanders did till you had a legion over >100 while only having One portal. Now that could wipe anything out since the mistress had the lightning stun attack and attacked faster than black knights (also to spawn them in the temple needed converted hero guards and those were a pain to get in large numbers).

    Last edited Jan 01, 2011 by DrSuperEvil
    #140 Jan 02, 2011 at 17:10 UTC - 0 likes
    Quote from DrSuperEvil: Go

    I was actually refering to the sacrifice 2 salamanders for a mistress which didnt count to the 20 units per portal limit (for some reason i had alot of salamanders spawning faster than any other unit) while the salamanders did till you had a legion over >100 while only having One portal. Now that could wipe anything out since the mistress had the lightning stun attack and attacked faster than black knights (also to spawn them in the temple needed converted hero guards and those were a pain to get in large numbers).

    Yes, as I said (forgetting to fit the word "count" in my phrase) I'm going to count temple spawned units as normal units so you can't go over the cap limit.

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