THIS POST WILL UPDATE IN REAL TIME! SEE BOTTOM OF POST FOR MOST RECENT PROGRESS!
concept
-Professional art from n0m
EDIT:
This update will replace the hotspots for the time being, the way I see it is that hotspots surely benefits those who hold it but there is no reason to go fight for it.
Current design:
Team territory will be a castle at wilderness level ~35 near the altar and skilling actions there will result in double resources per action, currently we have planned to implement skills that you can currently gain experience in for team. Reason for this is because when you skill in territory your experience will go down instead of up, and each thing will require not only player skill level but also team skill level.
Loot from npc and player kills inside territory will be automatically deposited into the territory bank(?)
Territory bank:
A new type of bank specifically designed for territory, you can only deposit items to it. Items inside the bank will be transferred to your team bank hourly, this timer resets each time new team takes control of the territory, so you have to keep the territory in control for an hour after capturing it to get the items from there. This bank is not team based, whoever keeps control of it for an hour will get these items transferred, even if the items inside were deposited there by another team.
Taking control:
To take control of the territory you will have to enter the bank vault and capture the bank chest, once you have clicked on the chest a countdown will start from 2 minutes. Any opponent team member can interrupt this by triggering the chest.
For example; Team A controls territory currently, Team B comes in kills Team A and triggers the chest capture countdown, Team C comes in and triggers the chest countdown, if nobody interrupts then Team C will get control of territory.
I hope this doesn't sound too confusing.
Billy is currently working on the landscape design of the castle and will post about it soon
.
Figuring out where the damn thing will go based on sector division...
Looks like the sector shared with the deep wildy altar is best candidate, as it's as equidistant from the 3 nearby obelisks as possible. I dont want to deal with designing a landscape split across multiple sectors right now so we'll go with the sector with altar.
Gauging distances...
Skeletal outline...
Adding holes for doors, adding ground texture for grey interior.... now next I will fix the altitude because it is very turbulent landscape and that won't make for nice castle appearance.
Now with flattening and proper heightening/altitude for landscape, the castle is starting to come together. Arrow-slit windows to range/mage through also provide that castle feel. Next I will put the team depository enclave in courtyard and do some finishing touches on the landscape before it's time to go into the client and start adding objects and npcs.
We also want to add an upstairs landscape for the client to compile into making the castle appear cooler, if roofs are on. Not everyone plays with roofs on, but for those that do we want this team fortress to have the same quality that you would expect from any rscrevolution building (and then some).
Aaand the third floor of landscape, so the castle has a full appearance and jagged turrets.
Let's see how those three levels get put together by the client with my roofs! Keep in mind all the trees and fungi will be removed from live server, ignore them for now:
Let's add some color, doorways, and the metal fences for team depository. Then it's time to start working on objects in game!
Not bad for one sitting huh? I'll revisit this tomorrow!
[img]https://i.imgur.com/3xbQmDo.gif[/img]Read the rules: Automated play is a bannable offense![img]https://i.imgur.com/HtElPYg.gif[/img]
Billy Mays' Quest Reviews