This was the original I had ·
http://medor.no-ip.org/index.php?dir=Ma ... EST-V4.zip
Though there's many ·
http://medor.no-ip.org/index.php?search ... archMode=f
One even has ut2004 Onslaught vehicles on it
Higor wrote:Now some sort of 'regen' is necessary to play and complete this map.
I always play MH with the Excessive ammo/health regenerator.
Higor wrote:1 -> Make MedBoxes heal 50, make Health Vials heal 15 up to 350, add more armor powerups with twice the charge, add two M4 and Shock Uzis instead of 1.
Near the 2nd cabin on the far side of the map is a megahealth that gives 1800 health. I could probably copy that and move 1 or 2 to other key areas of the map.
Higor wrote:2 -> Make the monster spawners add much less (enough to complete the objectives... excepting kralls, they bug so add an extra 10%)
After pathing is finalized, I intended to bring the spawners down to a more managable level.
Higor wrote:3 -> Add 'redeemer suits' and hide some more redeemers around, that should help save your team from those minilords as well as provide extra resistance.
There's redeemers inside each Titan, they drop them when they die. Also a redeemer behind the starting cabin. What's a redeemer suit?
Higor wrote:-> At least at the base of each tree... add a semisolid 6 sided cylinder so that players don't run throught them, that prevents monsters from seeing you thru as well.
Originally when the map had not pathing, bots could follow a living player all over as the trees were no obstacle. Now that it's got pathing that cylinder thing does sound likea good idea... but that's a LOT of trees!
Higor, you've created a monster ·
http://hermskii.com/forum/viewtopic.php?p=40858#p40858
Higor wrote:-> Add loose rocky protuberances on the side of the GrimReaper mountain, so you reach the boss either by translocating or high-jumping.
There's already a way. On the ridge past where the GrimReaper's cabin is there's a translocator in a not too hard to access area. Along with jumpboots, jump and then launch the transloc, that's the way up there.
Higor wrote:-> Putting the super strong warlords next to the teleporter is a horrible idea
I'll look into that, but there's only 1 superpowerful Warlord. The others are normal ones.
Higor wrote:-> Make the teleporter on the beak of that duck face a little lower, bots won't take it because they think it's unreachable, might as well find a way to make bots reach the MonsterEnd waypoint.
Nelsona originally put elaborate pathing on that thing's beak, so that bots could get up there and reach the exit. I asked him to remove it, as I've played enough MH servers to know most players prefer to kill everything on the map before exiting. A bot popping into the exit while there's still monsters on the map might piss some people off.
Red_Fist wrote:Let it run, bots will end map sooner or later by themselves. I set them to freelance, sometimes they go back to cover me so I hit freelance again, I think when they die they get confused, I think I had 16 bots.
I play the map with 3 bots at most, and I had Nelsona remove pathing near the exit so the bots literally can't end the map.
Red_Fist wrote:I don't see a gun model for the new goo gun but it worked, I see a tiny model in the editor, a full model in game, no model when held.
Similar with the BlueBaller, in UnrealEd it looks like 2 cut off arms holding a gun. The "goo gun" or Greenie is a little weird but I like it, even if it doesn't show up in the HUD.
Red_Fist wrote:I added more player starts, took out the table, and added height collision to the two crates, and lowered the spawn time of the ammo, in the starting room area.
Good idea. I don't usually think about that kinda stuff as I play MH with ammo regenerators.
Red_Fist wrote:Used blocked paths and monster waypoints and set inventory max desirability to a few pickups, I added the impact hammer and jumpspot-lift exits at the end so the bots can finish the map on top of the kitty.
Not really onboard with allowing bots to finish the map. Some players, as I said above, prefer to kill everything on the map before exiting. A bot ending the map might piss some folks off.
Red_Fist wrote:Map needs a lot more work unless this is some massively unfinished map.
THUNDERBOLT is an excellent mapper, although he's got no love of bots so none of his maps have pathing, but this one was one of his first. I saw it and thought I could do some stuff with it, but yeah.. it does have the feel of "wonder what else I can do with this?" about it.
Red_Fist wrote:Didn't mess with the queen, if this was not your latest version you should have posted that if you had it.
Don't want to mess with the queen, but I do want to find some way to get the lift in that tunnel to work.
Tried your edit, love it. Between Nelsona's last and this I see a lot of good. Nelsona had the TeamMonsters be more active, your version has less of a memory drain... played it all the way through with no slowness or other errors.
Need to combine these aspects.