Dungeon Keeper 1 got multiplayer too, and is still playable nowadays, I got it working with a youtube tutorial. There is a program TCP-Com or so, because dungeon keeper uses com ports for mp. Together with tunngle (a bit like a free battlenet, with every fucking game supporting) you can even
play it over the internet with any player using tunngle (you can also play dungeon siege 1 and such games, really rocks).
So if you want to play DK1 on WIn 7 just checkout these tutorials on youtube, you need the compatibility pack for win 7 and then
it works, unfortunately on my laptop the D3D mode won't start up, but that's also possible to solve.
The TCP-Com program emulates a com port for tcp/ip connections, so you can play on a LAN with your mates, have fun :D
Maybe this will be a bit better. I made it using a Char Crystal on top of a Zerg Combs.
Mmmm I already saw the red crystals but I don't like them :|
BTW the crystal pedestal can be empty so the Char Comb withouth anything on top just sucks.
Here is a preview of the upcoming room building.
All the doodads are randomly placed with random amount, random scale and random position for each tile, enjoy :D
Though, I find that the elevated tiles making use of the exact same terrain as the floor(in this case, "Creep"? I think), doesn`t look quite right. Most noticable at the left center side of the picture.The elevated tiles should be a different terrain texture from its immediate floor.
@EternalWraith: Go
You know I can't change terrain texture by trigger, right? ;)
Yea true;p
Have you considered perhaps spawning/creating dark omni lights on top of the elevated tiles?(Regions could be overlayed/preplaced over the tiles). Darker lighting at the top will impact more effectively in highlighting the difference of height between the floor and elevated tiles, and there would be less perception conflicts(aka my eyes thinking the elevated tiles are on the same level as the floor).
Of course, going to such lengths may probably not be needed. Im just naturally a perfectionist when it comes to mapping, and the smallest details, yea..;p
Looks great, cant wait to play it! I'm too cheap to pay for dungeon keeper :]
Dungeon Keeper is now considered abandonware, so you can just go and download it. (At least the first one; I'm not 100% sure about the second one, but I think it is too.)
Okay, here's my next try. Constructed from Char arms, the left one is supposed to be empty, while the one in the middle has gold in it (hence the bulbous tumors in it). I dunno how, but you could probably rotate them so the arms are more open when they're full/empty to distinguish better. The one on the right is just me going crazy, maybe signifying the arms are full and can't hold anymore gold, if you want to implement that particular part of DK.
There's also a taller version of the arms (variant 1 and 2; I used variant 3 and 4.)
Have you considered perhaps spawning/creating dark omni lights on top of the elevated tiles?(Regions could be overlayed/preplaced over the tiles). Darker lighting at the top will impact more effectively in highlighting the difference of height between the floor and elevated tiles, and there would be less perception conflicts(aka my eyes thinking the elevated tiles are on the same level as the floor).
Of course, going to such lengths may probably not be needed. Im just naturally a perfectionist when it comes to mapping, and the smallest details, yea..;p
I'm a perfectionist too if you didn't notice ;)
A first think I could try to make the craters more visiible is to change the global ground texture. The light can be a good idea too but remember it's only shown on medium or maybe high details so the result must be enough good even on low details.
question though: Is this a mutliplayer map? If it is, how will you handle people trying to build/fortify/excavate in the same areas?
As the original game the first that comes is the first that conquest/dig.
BTW enemy players can conquest their enemy territory and usually imps are always in fight in that cases :D
Okay, here's my next try. Constructed from Char arms, the left one is supposed to be empty, while the one in the middle has gold in it (hence the bulbous tumors in it). I dunno how, but you could probably rotate them so the arms are more open when they're full/empty to distinguish better. The one on the right is just me going crazy, maybe signifying the arms are full and can't hold anymore gold, if you want to implement that particular part of DK.
There's also a taller version of the arms (variant 1 and 2; I used variant 3 and 4.)
Actually it was my only and first try with treasure chamber but I didn't like it because it made the room too messy. These models are really too big and even with no treasure the room seems filled. I think craters are better.
For the UI what do you mean, a great part is already done!
I mean something like that this guy did. Just talking about something that looks more like dungeon keeper and not Starcraft. (Not that Starcraft's a bad thing :3 )
I prefer to make a functional UI instead of a fancy UI.
Consider that the standard UI allows to see unit details like behaviors, weapon damage, etc. I'm not going to remake it.
Maybe with 1.2 I can rework on the basic UI frame but keeping all basic UI functionalities.
Hail to the king, baby! (Edit: Hail to the king, Bibe!)
And now you can see a random doodads generated room with advanced efficiency check. Hatchery holes are spawned only in the middle of 3x3 free tiles and it works even on advanced room shapes ;)
@zeldarules28: Go
make sure you set a User Path to your Asset/Textures/ folder in 3DSMax too
I did the model and the model already has the correct texture path (I'm using it)
Dungeon Keeper 1 got multiplayer too, and is still playable nowadays, I got it working with a youtube tutorial. There is a program TCP-Com or so, because dungeon keeper uses com ports for mp. Together with tunngle (a bit like a free battlenet, with every fucking game supporting) you can even play it over the internet with any player using tunngle (you can also play dungeon siege 1 and such games, really rocks).
So if you want to play DK1 on WIn 7 just checkout these tutorials on youtube, you need the compatibility pack for win 7 and then it works, unfortunately on my laptop the D3D mode won't start up, but that's also possible to solve.
The TCP-Com program emulates a com port for tcp/ip connections, so you can play on a LAN with your mates, have fun :D
@Alrik1989:
I'm not going to play DK1 on multiplayer xD
BTW if someone is interested here is the thread I opened in a well populated dungeon keeper community forum:
http://www.keeperklan.com/threads/1490-Hive-Keeper-Dungeon-Keeper-remake-on-Starcraft-2
Their support will be of huge help for this project ;)
Maybe this will be a bit better. I made it using a Char Crystal on top of a Zerg Combs.
Mmmm I already saw the red crystals but I don't like them :|
BTW the crystal pedestal can be empty so the Char Comb withouth anything on top just sucks.
Here is a preview of the upcoming room building.
All the doodads are randomly placed with random amount, random scale and random position for each tile, enjoy :D
@Bibendus:
o.0
Looks awesome..
Though, I find that the elevated tiles making use of the exact same terrain as the floor(in this case, "Creep"? I think), doesn`t look quite right. Most noticable at the left center side of the picture.The elevated tiles should be a different terrain texture from its immediate floor.
@EternalWraith: Go
You know I can't change terrain texture by trigger, right? ;)
Yea true;p
Have you considered perhaps spawning/creating dark omni lights on top of the elevated tiles?(Regions could be overlayed/preplaced over the tiles). Darker lighting at the top will impact more effectively in highlighting the difference of height between the floor and elevated tiles, and there would be less perception conflicts(aka my eyes thinking the elevated tiles are on the same level as the floor).
Of course, going to such lengths may probably not be needed. Im just naturally a perfectionist when it comes to mapping, and the smallest details, yea..;p
Looks great, cant wait to play it! I'm too cheap to pay for dungeon keeper :]
question though: Is this a mutliplayer map? If it is, how will you handle people trying to build/fortify/excavate in the same areas?
Keep up the hard work.
@zeldarules28: Go
Dungeon Keeper is now considered abandonware, so you can just go and download it. (At least the first one; I'm not 100% sure about the second one, but I think it is too.)
Okay, here's my next try. Constructed from Char arms, the left one is supposed to be empty, while the one in the middle has gold in it (hence the bulbous tumors in it). I dunno how, but you could probably rotate them so the arms are more open when they're full/empty to distinguish better. The one on the right is just me going crazy, maybe signifying the arms are full and can't hold anymore gold, if you want to implement that particular part of DK.
There's also a taller version of the arms (variant 1 and 2; I used variant 3 and 4.)
One more thing: what's your plans for a UI? If you don't have any, mind if I take up the mantle? :)
I'm a perfectionist too if you didn't notice ;)
A first think I could try to make the craters more visiible is to change the global ground texture. The light can be a good idea too but remember it's only shown on medium or maybe high details so the result must be enough good even on low details.
As the original game the first that comes is the first that conquest/dig.
BTW enemy players can conquest their enemy territory and usually imps are always in fight in that cases :D
Actually it was my only and first try with treasure chamber but I didn't like it because it made the room too messy. These models are really too big and even with no treasure the room seems filled. I think craters are better.
For the UI what do you mean, a great part is already done!
@Bibendus: Go
I mean something like that this guy did. Just talking about something that looks more like dungeon keeper and not Starcraft. (Not that Starcraft's a bad thing :3 )
@Abion47: Go
I prefer to make a functional UI instead of a fancy UI.
Consider that the standard UI allows to see unit details like behaviors, weapon damage, etc. I'm not going to remake it.
Maybe with 1.2 I can rework on the basic UI frame but keeping all basic UI functionalities.
Hail to the king, baby! (Edit: Hail to the king, Bibe!)
And now you can see a random doodads generated room with advanced efficiency check. Hatchery holes are spawned only in the middle of 3x3 free tiles and it works even on advanced room shapes ;)
You can compare this with the original hatchery