Delvers To-Do List

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Delvers To-Do List

Postby Antistone » Fri Sep 05, 2008 4:06 pm

List of all tasks that we want to complete before Delvers is considered "done." These are broken into categories based on importance and numbered for easy reference, but neither the categories nor the numbers represent the order in which these should be done (or who should do them).

Critical Items
(The map just isn't "done" unless these get finished.)

1. [Infrastructure] Assign passwords to levels, update functionality of "-skipto" command
2. [Content] Determine and implement order and branching pattern for all levels (See also the difficulty thread)
3. [Content] Create finale/boss level. (See also the boss thread)
  1. [Mechanics] Design and implement any special mechanics needed for finale.
  2. [Content] Create support level to introduce special mechanics, if necessary.

Important Items
(The quality of the map will be significantly impacted unless these get finished.)

4. [Mechanics] Clean up automatons
  1. Make "dispossess" ability multi-instancable.
  2. Prevent visible corpse from showing up when dispossessing an automaton
  3. Possibly make automatons' invulnerability more consistent; if not, investigate whether it's possible to cause bugs by killing them
5. [Content] Make level "Automaton" resettable, and clean up better (in particular, possessed units aren't being removed)
6. [Content] Make level "The Forge" clean up better (in particular, possessed units aren't being removed)
7. [Testing] Play through all levels in a single game session, to ensure that there are no lingering clean-up issues
8. [Testing] For each level, play it multiple times in a single game session (sometimes restarting without completing) to ensure it resets correctly.

Minor Items
(These will not have serious adverse effects if we ignore them, but it would be nice to get them done.)

9. [Mechanics] Tweak range on wand of ashes, so that using it through a wall feels less like cheating
10. [Tutorial] Move sign about gauntlet targeting in "Running the Gauntlet" to a move obvious location
11. [Content] Adjust level intro messages to ensure they're all written for the final player (rather than testers)
12. [Infrastructure] Add staff of sleet to list of items spawnable in test mode
13. [Infrastructure] Create a system for adjusting difficulty of gauntlets
14. [Mechanics] Levels that currently use preplaced exit portals and tell them to play their death animations until needed should probably be changed to create them when needed instead (since the death animations currently play when players actually see the portals, and thus they see them when they're "not really there")

"Wish List" Items
(These would be nice, but wouldn't really be missed if they got dropped.)

15. [Infrastructure] Clean up chat command implementation, to make it easier to edit stuff, and hopefully eliminate the incorrect "unknown command" errors
16. [Content] New level introducing words of shadow (while being easier/simpler than The Matrix)
17. [Content] New level featuring puzzles with the staff of sleet + gauntlets
XX. [Content] Any number of additional levels. Having lots of content is good.


Please post below if you disagree with any of the tasks listed, if there's something missing from the list, or if you've completed any of these. I'll try to keep the list updated.

Grayed items are already completed.
TFT Maps & Design
http://www.mindflare.com/wc3maps/

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Antistone
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