sektor2111 wrote:So they are not chained for spawning one by one types, LOL.
No, it appears not - though I am not sure that this is a problem given the open nature of the map. The player has to move around the map to achieve the various objectives and so will, almost invariably, activate the various triggers and the related factories. I've also noticed that the barons can be triggered BEFORE one has killed many imps - probably due to the trigger being activated by another pawn wandering around (imp, big KrallElite or titan)?
Some comments on the map
1 On one play-though of the map I got a message along the lines of "the Pond Monster has died" - not sure why it died, possibly killed by the bitter fish?
2 The spawn point for the BigMen by the cabin (with the button for opening the teleporter in the Red Mountain) is fairly close to the cabin and it is relatively easy to head shoot the BigMen as they are spawned - more than one spawn point spread around a bit would possibly be better?
3 There is no real reason to go to the cabin where Xan is, except out of curiousity - perhaps this should be more firmly linked into the sequential objectives?
4 Similarly, if one is following the on-screen instructions on the objectives, there is no real reason to go to the corners of the map where the dragons, qmummies, qzombies and qknights are - in fact, without a weapon with a zoom, it is difficult to pick them up at all (I was playing without bots so I don't know if bots would go over to attack them)
5 It would be useful to have a weapon with a long range zoom on the map
6 Since there is virtually no ammo for the initial weapons other than in the starting cabin, I assume one is meant to play the map with an ammo regenerator?
7 The team Krall are of limited use and tend to spend most of their time wandering around close to the starting cabin
8 Both the QuadRifle and the Doom PlasmaGun are OK but both block one's line of sight - the former with the blue projectile rings and the latter with its upward movement when one ceases firing it - this can be inconvenient if faced with a group of enemies
Having said that, it is a fun map to play and it can be completed by a single player (with a health regenerator and by lmiting somewhat the number of monsters spawned using JackGriffin's MHMapAdjuster).
You might wish to note the "ScriptLog: Warning - can't add biterfish independently from biterfish schools".
Other script warnings in the log are do with the lack of anims in the QuadRifle; Minigun; Lamprey and Rocket Launcher meshes - plus "ScriptWarning: BigMan MH-EG-DARKFOREST_HELL.BigMan766 (Function UnrealShare.Brute.PlayRangedAttack:001C) Accessed None"
Got the following critical error which resulted in a crash (though the first one in about four plays of the map) - the trigger for the qDemons is activated as one approaches the teleporter at the base of the Red Mountain and this error occurred as I was close to this teleporter
Critical: appError called:
Critical: qDemon MH-EG-DARKFOREST_HELL.qDemon24 (Function UnrealShare.ScriptedPawn.AttitudeTo:0001) Runaway loop detected (over 10000000 iterations)
Critical: Windows GetLastError: Success. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Critical: Object qDemon MH-EG-DARKFOREST_HELL.qDemon24, Old State State UnrealShare.ScriptedPawn.Attacking, New State State UnrealShare.ScriptedPawn.Attacking