zeta map for a testing & opinions

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Red_Fist
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Re: zeta map for a testing & opinions

Post by Red_Fist »

It's a tough map to do for MH. Open area.
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OjitroC
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Re: zeta map for a testing & opinions

Post by OjitroC »

The problem with the Stampede version is that the skull-heads do a good job of clearing the map by themselves (when I gave the map a try in a couple of minutes they had got rid of all the flies and the Titans and most of the Skaarj Lords - I gave up at that point as players/bots don't survive for very long either with them around). Personally I could do without the Grimreaper on the map at all.
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Re: zeta map for a testing & opinions

Post by EvilGrins »

Red_Fist wrote:It's a tough map to do for MH. Open area.
I kinda enjoy open area maps. Full on warfare.
OjitroC wrote:The problem with the Stampede version is that the skull-heads do a good job of clearing the map by themselves
Personally I could do without the Grimreaper on the map at all.
It helps if, like me, you've got the STOP YOUR FIGHTING mutator... which prevents monsters from attacking each other. Sure, the Skullheads will still kill some of the monsters but they're less prone to kill anything that moves that way.

Also why I play with bots of varying skill. They're better at taking out those Skullheads... though, in a pinch, that Red Team Thug does a decent job too.

I'm working out some other stuff too, moving stuff around for the other 2 versions:
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: zeta map for a testing & opinions

Post by OjitroC »

Will give the SYF mutator a go.

The Doom/Quake version sounds interesting - something a bit different - looking forward to that.
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Re: zeta map for a testing & opinions

Post by EvilGrins »

OjitroC wrote:The Doom/Quake version sounds interesting
If nothing else...
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...it will be that.

As opposed to the version at the start of this thread:
- Re-skinned the boss monsters but left them pretty much as is... though changed their projectiles too.
- Swapped flies & mantas with Quake Zombies & Mummies.
- Swapped Warlords on exit ramp with Quake Demons.
- Swapped all weapons to Doom weapons: Plasma Gun, Bozooka, Chaingun, BFG; made Sawed-off Shotgun the drop from the bosses.
- Swapped MiniLords with UPSXdragons (don't have a flying Doom or Quake beastie).
- Swapped Skaarj & Krall with Doom Barons & Imps.
- Swapped Mercenaries in the FAR corner with Quake Knights.

Did something else too but as I'm currently editing 2 versions of the same map I'm confused as to what.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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EvilGrins
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Re: zeta map for a testing & opinions

Post by EvilGrins »

Just about done with this other one...
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: zeta map for a testing & opinions

Post by EvilGrins »

Okay, the Doom/Quake variant isn't completely finished... but it's done enough for players to give it a go.

Didn't have enough Quake & Doom monsters, so I chose some retro versions of known beasties and other things similarily themed.

I've attached it to the bottom of the 1st post in this thread, so let me know what you think.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: zeta map for a testing & opinions

Post by rjmno1 »

When the maps are done maby plans for playing online?
If yes ip number please those orks looks awsume. :gj:
Make some retro wolvenstein enemy,s also lol
need onsterhunt where can download that?
https://www.youtube.com/watch?v=8z0TB3TazLI
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Re: zeta map for a testing & opinions

Post by EvilGrins »

rjmno1 wrote:When the maps are done maby plans for playing online?
At this time I'm not hosting games, although the folks at http://www.vulpinemission.com/inde​x.php are already hosting at least one of the maps in the 1st .zip at the start of this thread. May be others, I haven't heard.

I may monkey around with this map some more, for other versions. Wanna make at least 1 with NW3, which would require some psychotically powerful monsters to stand up to those... but my really only limits are what monsterpacks I can find to use.

To the best of my knowledge there are no conversions of bosses from Wolfenstein for UT. Which isn't surprising given who the bad guys were in World War 2...

...I was nervous enough making the Hydra skin, given their origins · viewtopic.php?f=13&t=6675
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: zeta map for a testing & opinions

Post by OjitroC »

This is good fun, though I only got so far as the map crashed (3 times) due, as far as I can tell, to NWUltraGoreSSE - will try the map again without this.

Comments
  • 1 Not convinced that three starting weapons in the cabin are sufficient, given the possible number of 'players' - another one would be useful given their relatively slow respawn time and that the bots tend to pick up everything before players get the chance. Could have the three weapons to stay perhaps?
    2 The three Crimson Guard did little or nothing - just staying where they started (presume they need to be hit by enemy fire to respond and so assume that they weren't hit the times I played). I would certainly put the one in the cabin somewhere outside.
    3 The Doom weapons are OK though the Chaingun becomes an Unreal Minigun in first person view - the problem with the Plasma Gun is that on stopping firing it moves up and to the right into the player's field of view and obscures it - this can be unfortunate.
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Re: zeta map for a testing & opinions

Post by papercoffee »

OjitroC wrote:Could have the three weapons to stay perhaps?
Isn't this set by the server? Or in off-line play by client?
I have all my weapons in CTF/TDM set to stay ...only in DM doesn't make this sense.
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Re: zeta map for a testing & opinions

Post by OjitroC »

papercoffee wrote:
OjitroC wrote:Could have the three weapons to stay perhaps?
Isn't this set by the server? Or in off-line play by client?
Yes, in off-line play it can be set by the client (forgot about that) - but it can also be set in the properties of the weapons placed in the map as well if desired.
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Re: zeta map for a testing & opinions

Post by papercoffee »

OjitroC wrote:but it can also be set in the properties of the weapons placed in the map as well if desired.
Oh ...never used this ...totally forgot about this lol.
So it'll override weapon-stay from the menu if someone decides to set it up differently in the weapon properties?
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Re: zeta map for a testing & opinions

Post by Red_Fist »

papercoffee wrote:
OjitroC wrote:but it can also be set in the properties of the weapons placed in the map as well if desired.
Oh ...never used this ...totally forgot about this lol.
So it'll override weapon-stay from the menu if someone decides to set it up differently in the weapon properties?
"Placed" items, otherwise you need a new actor class if spawned.
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OjitroC
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Re: zeta map for a testing & opinions

Post by OjitroC »

papercoffee wrote:So it'll override weapon-stay from the menu if someone decides to set it up differently in the weapon properties?
Yes, with weapons placed in the map - though I have noticed that that does sometimes give rise to problems with mutators like StuffSwapper, in that weapons that are set to stay may not get swapped. I remember in particular playing a couple of maps with UTX's crossbow mut in StuffSwapper and flak cannons and miniguns, as well as their ammo, didn't get swapped.
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