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dutchjay

need help for PVP arena in DST :)

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dutchjay    4

Dear readers,

 

I'm Jay (streamer for DST). i made a PVP arena and i wanna improve my map.

I though the best way to do this, is to ask you guys.

 

First off all here is a youtube link so you can see, my idea a bit.

 

 

Ill explain a bit...

 

when you enter a host will guide you to your steps (host is me).

Ill show you where to get food, then you may pick 1 chest out of the 7, (i will replanish the items later on)

then ill escort you to the arena, ill do a count down and then the battle begin.

I'm thinking to use a ranking systeem. So you can lose/win points and stuff :-).

 

Could you guys help me out, to think about ways to improve my arena pvp.

 

You can reply, or advice me at www.twitch.tv/dutchjay when i am online.

 

Thank you in advance for your attentions!

 

greetz, Dutchjay

 

 

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rezecib    3,143

Interesting idea. I think the walls would be pretty laggy, though, since the game calculates collision for each wall independently. The only way to really get around that it remove the terrain outside of where the walls are now, and then remove the walls-- that way the game is using the more efficient collision detection around the edges of the land.

 

I added this function in consolecommands.lua for this purpose:

function c_setTile(newType)	local pos = TheInput:GetWorldPosition()	local x, y = TheWorld.Map:GetTileCoordsAtPoint(pos.x, pos.y, pos.z)	local oldType = TheWorld.Map:GetTileAtPoint(pos.x, pos.y, pos.z)	TheWorld.Map:SetTile(x, y, newType)	TheWorld.Map:RebuildLayer(oldType, x, y)	TheWorld.Map:RebuildLayer(newType, x, y)	TheWorld.minimap.MiniMap:RebuildLayer(oldType, x, y)	TheWorld.minimap.MiniMap:RebuildLayer(newType, x, y)end

To remove the land (set it to water), use:

c_setTile(1)

(it applies it at the tile closest to the mouse).

 

Unfortunately you have to restart the server before it recalculates the edges of the land, though.

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dutchjay    4

Thank you!!

 

Ill try to do this, dont know if i'm skilled to do this :p, but will try me best.

 

if people got more ideas let me know ;)

 

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dutchjay    4

i trying it right now, you see now sea, but you can still walk over it... should not be possible right? or most i relog first?

 

twitch.tv/dutchjay ill be online so peepz can see it

 

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dutchjay    4

i trying it right now, you see now sea, but you can still walk over it... should not be possible right? or most i relog first?

 

twitch.tv/dutchjay ill be online so peepz can see it

 

nvm it works YOU ARE AWESOME my friend !!! update for the map will come soon <3

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dutchjay    4

nvm it works YOU ARE AWESOME my friend !!! update for the map will come soon <3

 

is it possible to hot key the command to a key?  like  Bind k "command" or something like this ?

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Zillvr    1,634

I'd recommend shortening the distance between each room. For simplicity, I'd refer to the rooms as starter, kitchen, stockroom, arena and effigies. The names are just placeholders so that I can suggest this floor plan arrangement for your map.

 

Starter -> Kitchen -> Stockroom -> Arena -> Effigies -> which loops back to the kitchen.

post-474697-0-30575800-1416649572_thumb.

 

This would mean that instead of having walk ways between each room, you can have each room just be adjacent to each other with only wall partitions and doors/openings. This would result in reduced time spent running around preparing for the next battle and more time for the battle itself. Reduce preparation time will increase battle frequencies.

 

You can also simplify the stockroom by decreasing the spacing between chests, but I think you had them that way because you like them that far apart.

 

Another thing I'd like to suggest is if you're ok with spawning in stuff, is for you to place 1-2 ponds in the arena, so frogs can spawn. The frogs will add a little bit of a challenge because they steal stuff from players inventory. Or simply spawning in 2-3 frogs during the battle.

 

That's all the ideas I can offer you. Good luck with the arena! 

 

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dutchjay    4

I'd recommend shortening the distance between each room. For simplicity, I'd refer to the rooms as starter, kitchen, stockroom, arena and effigies. The names are just placeholders so that I can suggest this floor plan arrangement for your map.

 

Starter -> Kitchen -> Stockroom -> Arena -> Effigies -> which loops back to the kitchen.

attachicon.gifg4025.png

 

This would mean that instead of having walk ways between each room, you can have each room just be adjacent to each other with only wall partitions and doors/openings. This would result in reduced time spent running around preparing for the next battle and more time for the battle itself. Reduce preparation time will increase battle frequencies.

 

You can also simplify the stockroom by decreasing the spacing between chests, but I think you had them that way because you like them that far apart.

 

Another thing I'd like to suggest is if you're ok with spawning in stuff, is for you to place 1-2 ponds in the arena, so frogs can spawn. The frogs will add a little bit of a challenge because they steal stuff from players inventory. Or simply spawning in 2-3 frogs during the battle.

 

That's all the ideas I can offer you. Good luck with the arena! 

 

------------------------------

wow i love your idea i did not had the space did not knew before i could replace ground and such pretty good idea you guys got thanks m8 :-)

 

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greenglacier    1,246

Interesting idea. I think the walls would be pretty laggy, though, since the game calculates collision for each wall independently. The only way to really get around that it remove the terrain outside of where the walls are now, and then remove the walls-- that way the game is using the more efficient collision detection around the edges of the land.

I added this function in consolecommands.lua for this purpose:

function c_setTile(newType)	local pos = TheInput:GetWorldPosition()	local x, y = TheWorld.Map:GetTileCoordsAtPoint(pos.x, pos.y, pos.z)	local oldType = TheWorld.Map:GetTileAtPoint(pos.x, pos.y, pos.z)	TheWorld.Map:SetTile(x, y, newType)	TheWorld.Map:RebuildLayer(oldType, x, y)	TheWorld.Map:RebuildLayer(newType, x, y)	TheWorld.minimap.MiniMap:RebuildLayer(oldType, x, y)	TheWorld.minimap.MiniMap:RebuildLayer(newType, x, y)end
To remove the land (set it to water), use:
c_setTile(1)
(it applies it at the tile closest to the mouse).

Unfortunately you have to restart the server before it recalculates the edges of the land, though.

I'm amazed, again.

2Thread: I found the idea impressive

However, I'd put 2 layers of obelisks instead of walls. But thats none of my business.

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dutchjay    4

I'm amazed, again.

2Thread: I found the idea impressive

However, I'd put 2 layers of obelisks instead of walls. But thats none of my business.

 

yea but now i remove all walls, and there is only water now looks way better, www.twitch.tv/dutchjay for the looks.

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