Minus a fix (at least for me) I may have to go with Red_Fist's initial edit and start this map over from scratch. Kinda didn't wanna do that as that waterfall and lake were really annoying to get right.
The only teleport I know of on the map (minus a transloc I put in there) goes up to the top of the red mountain. It's a 1 way teleport, you can go up but you can't use it to get back down.
OjitroC wrote: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?
Seems unlikely, as the Pond Monster can survive hits from multiple nukes. BiterFish don't have nearly that much chomp.
OjitroC wrote: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?
BigMen have more than 1 spawnpoint. There's 2 more on that side of the cabin, fairly close to each other, and another at the far side of the map past them. There's a 4th on the opposite side of the red mountain too.
OjitroC wrote: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?
The map has certain set objectives, but yeah there's some random in there too. There's still some MH players out that obsessively try to hunt down every single monster on any map. Xan's a bit more challenging to get to, and I tend to put some randomly powerful monster up there for all edits of this map.
OjitroC wrote: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)
Where the dragons and mummies and zombies and knights are there were monsters in those places on the original map too. I largely stuck to similar monster positionings the original had... for those that want to go hunting for monsters off the beaten path.
OjitroC wrote:5 It would be useful to have a weapon with a long range zoom on the map
Minus the initial edits, I've been trying to stick to 1 weaponpack per map, and the Udoom didn't have any kind of sniper weapon.
OjitroC wrote: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?
I always play MH with regenerators, but given that death is fairly constant until you kill off the boss monsters (given I gave them all the BFG projectile) even without I've never lived long enough to run out of ammo.
OjitroC wrote:7 The team Krall are of limited use and tend to spend most of their time wandering around close to the starting cabin
Team Monsters are largely only on the map to deal with boss monsters that have an exceptionally lethal attack, to take some of the strain off bots & players. Otherwise... yeah, don't really serve much purpose.
OjitroC wrote: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
Fire while running backwards. I'm a real get in the enemies' face kinda player, cuz I've got unlimited lives and I'm not overly bothered by dying.
I've never had a problem with the qDemons, so not sure what to make of that.
It may not seem like an issue to some, going somewhere to specifically trigger monster spawning may seem ideal, but never having had to do that before to me makes it seem like there's something wrong. I'm just funny that way, I s'pose.