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DM-DG-SpaceJunk

Posted: Thu Apr 19, 2007 8:22 pm
by DW_Hornet
May need to be invasionified. Pathnodes, playerstarts, some more adren not the 2 second 50 adrenaline type. Only issue since its a DG map it tips the scale on map size. This is the smallest sized map he ever released and its still 11.5 mb.

Image Image Image http://www.mapraider.com/maps/?fileid=3979

Posted: Fri Apr 20, 2007 5:30 am
by DW_ACY
Hornet played it this morning and this would be a real challenge to stay alive it has the feel of training wheels just bigger and open. Monsters would own us on later waves. I would say leave the corner halls clear of monster spawns so we could hold one in later rounds. Oh and by the way why is everyone so anti adren spawns now? I'm not saying every map has to have them but really one or two away from the action does not hurt.

Posted: Fri Apr 20, 2007 1:40 pm
by DW_Hornet
It's not anti-adrenaline per say. Its the lets sit on the adren spawn globing while i kill all the monsters. Globe takes 10 adren for every second, with most of the silver pills its set at 50 adren every 2. I believe you can run a globe and triple by just standing on the spawn.

So you're right it shouldn't be available in the wide open, however unless you mod the map to add rooms you're definitely going to have that happen. This map has two new adrenaline pills. One giving you 50, and another giving 100.

Posted: Mon Apr 23, 2007 12:17 pm
by DW_ACY
Just another comment on the map Hornet, I think size does not matter in the down load if it is going to be a good map. So please don't discount them due to size. Once people have them cached they don't have to worry about size.

Posted: Mon Apr 23, 2007 1:01 pm
by DW_Hornet
Yup, but looking at our track record there has been probably an average of 4 map revisions for each map. Obviously something is wrong there. Just trying to save bandwidth.

Anyone know if there is anything we can set the Kill Z to so luci doesn't give us problems and just teleports back up?

Posted: Mon Apr 23, 2007 1:28 pm
by DW_Snaggle
There are a couple of damage types that the SuperBOSS Luci will 'rebound' from. One is lava. I'll have to check and see what the other ones are (if any). Or we can add our own as necessary.

Snaggle.

Posted: Mon Apr 23, 2007 2:48 pm
by DW_Hornet
Great we have this problem with bulliwyf too.

Thanks for the heads up :)

Posted: Mon Apr 23, 2007 7:16 pm
by DW_Snaggle
So here are the default damage types configured in the default properties section:

Code: Select all

     BlockedDamageTypes(0)=Class'Engine.fell'
     BlockedDamageTypes(1)=Class'Engine.FellLava'
     BlockedDamageTypes(2)=Class'Gameplay.Depressurized'
If you can identify any others you want to use just add them to the LuciferBOSS.ini file. Probably should replicate the inital 3 (just so you know what's what) and then add the ones you want.

Snaggle.

Posted: Mon Apr 23, 2007 7:22 pm
by DW_Snaggle
Ooops! Should mention that if Luci is hit by any of these 'blocked' damage types, he immediately teleports to a random PlayerStart.

Snaggle.

Posted: Wed May 16, 2007 12:43 pm
by DW_Hornet
Thank you snaggle.

Ok Update It's ready to be slapped on the server.

I would like to thank DG-Unreal for allowing us to modify the map. :cheers:

Map download link.

http://files.filefront.com/DM_dw_DG_Spa ... einfo.html