Team Fortress Wilderness Skilling Castle KOTH!


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Billy Send PM

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From: Ardougne
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THIS POST WILL UPDATE IN REAL TIME! SEE BOTTOM OF POST FOR MOST RECENT PROGRESS!
concept
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-Professional art from n0m


EDIT:

n0m said:

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...
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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.
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Gauging distances...
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Skeletal outline...
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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.
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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.
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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 Jagex building (and then some).
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Aaand the third floor of landscape, so the castle has a full appearance and jagged turrets.
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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:
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Let's add some color, doorways, and the metal fences for team depository. Then it's time to start working on objects in game!
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Not bad for one sitting huh? I'll revisit this tomorrow!

Last edited by Billy (10 Feb 2017 10:16)


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KizL Send PM

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yes plz that looks dope af.


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Oopsie Send PM

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Plz








Turn f2p on

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Billy Send PM

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From: Ardougne
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We will continue to post updates of our progress, keep looking back here and in OP for real-time updates.


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Nyx Send PM

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Please make it change from f2p to p2p with the rotation and not always p2p, that's one of worst thing about current hs


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n0m Send PM

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Nyx said:

Please make it change from f2p to p2p with the rotation and not always p2p, that's one of worst thing about current hs

For hotspots it depends on the area where its located currently. Team territory is permanently at one place on the map, it isnt changing areas like hotspots.

The area where territory will be located is so rotation rules apply.

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Au2er Send PM

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Awesome!


team australia

F2p wild 24/7 below the fence please.

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Reines Send PM

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cooooool


Squaaaaddddd

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kenshin666 Send PM

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Omg yes

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n0m Send PM

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beatdown said:

If you really want to make it a great addition to wildy, i think you kind of have to make it THE place for skillers

As in not somewhere you go to bury dbones, or perform some specific task only, but where you would attempt to skill in general, over outside wildy

Who knows, maybe it even leads to skiller clans, rented defenders (like the old runeminer bodyguards anyone?) etc.

PKers WILL destroy the skillers here, the trick is to make it worth it even when they do

I think it's as worth it as it can be for skillers. Bank close by and double resources, and exp multiplier. Also I want to mention that the bonuses for territory only work inside it, so you wont get benefits if you arent there. I'll make sure that the territory is worth taking over.

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Monkpk Send PM

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beatdown said:

If you really want to make it a great addition to wildy, i think you kind of have to make it THE place for skillers

As in not somewhere you go to bury dbones, or perform some specific task only, but where you would attempt to skill in general, over outside wildy

Who knows, maybe it even leads to skiller clans, rented defenders (like the old runeminer bodyguards anyone?) etc.

PKers WILL destroy the skillers here, the trick is to make it worth it even when they do

Yes, please.

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cry is free Send PM

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Might be on to something here boys good shit

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lil glory Send PM

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killa o-O

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Billy Send PM

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Here is a vid of the castle on my end of the client from testing. Doesnt have any of the skilling objects or npcs yet, just trees I will end up removing and the gate where team depository will go.


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Maddog jamie Send PM

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Billy said:

Here is a vid of the castle on my end of the client from testing. Doesnt have any of the skilling objects or npcs yet, just trees I will end up removing and the gate where team depository will go.

Nice!

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Billy Send PM

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beatdown said:

Billy said:

Here is a vid of the castle on my end of the client from testing. Doesnt have any of the skilling objects or npcs yet, just trees I will end up removing and the gate where team depository will go.

Dats dat good shit

Keep hitting me in my sweet spot Billy and i may jizz on your forums

Posting the development progress on forums in real-time was all n0m's idea, something we're both excited to do from now on!


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Holy fuck...


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ohshtwaddup Send PM

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Oh yis


doin me a great heckin excite

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scornedmagi Send PM

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Looks great! I can't wait to see what's next from you guys. I have been working on a little something for this server as well.


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