Fun as UltraGore is, it can cause issues like that fairly frequently. I mainly only use it for CTF & LMS.OjitroC wrote:the map crashed (3 times) due, as far as I can tell, to NWUltraGoreSSE
· Weapons Stay is an option you have before starting the game, it's one of UT's default options. Before you start your game, click the other option tabs in the game selection window... think it's the same tab as Game Time.OjitroC wrote: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.
· The original map had 1 weapon, plus some imported tanks from ut2004's Onslaught.
· There are more than 3 weapons. Just behind the cabin is a redeemer, just left of that big White Rock outside is a bazooka. Each time you kill one of the bosses, they drop a weapon.
Those large pulsing green orbs the boss monsters fire are pretty devastating over a WIDE area, normally those will kick the Crimson Guard into attacking them. I've played the map hundreds of times, I've never seen a game where those CS didn't go after a boss within 3 minutes of a started game.OjitroC wrote: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).
UDoom was a project that was apparently abandoned early on due to copyright issues. Took some doing to find that weaponspack, but yeah... I kinda got the sense it was released in beta mode. Also the reason I didn't put the BFG on the map, cuz it looks great in the HUD but not when looking at other players holding it. ChainGun's a little disappointing in the HUD... but it works okay.OjitroC wrote: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.
OjitroC: What weapons do you think would be ideal for this map?