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Experimental: HotIce. A short, new arena scenario.
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SvenTwo committed Jan 28, 2013
1 parent c8e6b84 commit 320b0f4672007a1b74fb0c7025d90eaa18062a74
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/* Hot ice */

overlay Ice {
mat=Ice; tex=ice2;
overlay {
algo=rndchecker; a=0;
zoomX=-100; zoomY=-100;
turbulence=100; lambda=3;
mat=Ice; tex=ice3;
};
};

map HotIce {
overlay { algo=sin; ox=21; oy=65; zoomX=-100; zoomY=-100; invert=1; turbulence=10; } &
Ice { algo=poly;
point {x=12%; y=58%; };
point {x=88%; y=58%; };
point {x=70%; y=68%; };
point {x=30%; y=68%; };
};

overlay { algo=random; a=50; } &
Ice { algo=poly;
point {x=30%; y=5%; };
point {x=70%; y=5%; };
point {x=88%; y=50%; };
point {x=12%; y=50%; };
};

overlay { mat=DuroLava; tex=lava_red; y=80; sub=0; };
};
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[Material]
Name=Ice
Shape=TopFlat
Density=50
Friction=15
DigFree=1
BlastFree=1
Blast2Object=Ice
Dig2Object=Ice
Dig2ObjectRatio=200
Blast2ObjectRatio=220
MaxAirSpeed=100
MaxSlide=1
Corrode=60
TempConvStrength=3
AboveTempConvert=10
AboveTempConvertDir=1
AboveTempConvertTo=Water
Placement=21
TextureOverlay=ice3
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OverloadMaterials
OverloadTextures

# Static Map Material/Texture Table
# Index +128 for underground materials
10=Tunnel-tunnel
11=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
#21=Oil-Liquid
22=Acid-acid
23=Lava-lava_red
24=DuroLava-lava_red
25=Water-water
#26=Oil-Smooth
27=Acid-acid
28=Lava-lava_red
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
33=Ashes-ashes
#34=Ashes-Rough
#35=Ashes-Ridge

36=Ore-ore
37=Ore-ore
38=Ore-ore

40=Granite-granite
41=Granite-granite
42=Granite-rock

45=Gold-gold

50=Rock-rock
51=Rock-rock_cracked
52=Rock-rock

53=Sulphur-sulphur

54=Coal-coal

55=Sand-sand_rough
56=Sand-sand_smooth
#57=Sand-Smooth3



#59=FlyAshes-Smooth

#60=Crystal-Flare
#61=Crystal-Structure
#62=Crystal-Structure2

65=Ice-ice2
66=Ice-ice2
67=Ice-ice3
68=Ice-ice3

70=Snow-snow1
71=Snow-snow1
72=Snow-snow1
73=Brick-brick1

#80=FlySand-Smooth2
#81=FlySand-Smooth3
#82=FlySand-Smooth


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[Head]
Title=HotIce
Version=5,3,2
MinPlayer=2
MaxPlayer=20
Icon=21

[Game]
Goals=Goal_Melee=1;
Rules=Rule_KillLogs=1;Rule_Gravestones=1;

[Landscape]
MapWidth=20
MapHeight=20
TopOpen=1
BottomOpen=0
MapZoom=20,0,0,20

[Weather]
Climate=0
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/* Hot ice */

func Initialize()
{
// Materials: Chests
var i,pos;
var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
for (i=0; i<6; ++i)
if (pos=FindLocation(Loc_InRect(0,0,ls_wdt,ls_hgt/2-100), Loc_Wall(CNAT_Bottom))) // Loc_Wall adds us 100 pixels...
{
var chest = CreateObject(Chest,pos.x,pos.y);
if (chest)
{
chest->CreateContents(Firestone,5);
chest->CreateContents(Bread,2);
var bonus = [[Bow,Arrow],[Shield,Sword]][Random(2)];
for (var obj in bonus) chest->CreateContents(obj);
}
}
// Materials: Firestones
for (i=0; i<30; ++i)
if (pos=FindLocation(Loc_InRect(0,0,ls_wdt,ls_hgt/2), Loc_Solid()))
if (GBackSolid(pos.x,pos.y-1))
CreateObject(Firestone,pos.x,pos.y-1);
// Some firestones in lower half
for (i=0; i<30; ++i)
if (pos=FindLocation(Loc_InRect(0,ls_hgt/2,ls_wdt,ls_hgt/3), Loc_Solid()))
if (GBackSolid(pos.x,pos.y-1))
CreateObject(Firestone,pos.x,pos.y-1);
return true;
}

func InitializePlayer(int plr)
{
// player positioning
var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
var crew = GetCrew(plr);
var start_pos = FindLocation(Loc_InRect(ls_wdt/5,ls_hgt/2,ls_wdt*3/5,ls_hgt/3), Loc_Wall(CNAT_Bottom), Loc_Space(20), Loc_Space(20,true));
if (!start_pos) start_pos = {x=Random(ls_wdt*6/10)+ls_wdt*2/10, y=ls_hgt*58/100};
crew->SetPosition(start_pos.x, start_pos.y-10);
// initial material
crew->CreateContents(Shovel);
crew->CreateContents(Club);
crew->CreateContents(Firestone);
crew.MaxEnergy = 120000;
crew->DoEnergy(1000);
return true;
}
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DE:Hei�es Eis
US:Hot ice

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