Sequencer

Discuss map ideas, techniques, and give help.

Post Feb 14th '12, 19:18

I think the max is about 0.333 WU.

Just don't do a staircase climbing 1.0 WU with only three steps at that height, because there's going to be one that's 0.334 WU, just high enough so the player can't climb it without the right momentum. It also looks ridiculous.
Last edited by President People on Feb 14th '12, 19:19, edited 1 time in total.
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President People

Post Feb 14th '12, 19:24

President People wrote:I think the max is about 0.333 WU.

Just don't do a staircase climbing 1.0 WU with only three steps at that height, because there's going to be one that's 0.334 WU, just high enough so the player can't climb it without the right momentum. It also looks ridiculous.


Thanks bro!
http://electricsheep.org/ Wicked Custom Screen Saver. It actually evolves over time, thanks to some internet-y crap.
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nonstab
Chicago

Post Feb 22nd '12, 08:28

Turma wrote:What rooms are the most difficult?

The most difficult rooms are 2, 5, and 6. Room 2 is hard because of the troopers, and 5 and 6 are hard because the monsters surround the player as soon as the player teleports to the room.
"My advise: V" - g pack
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brilliant

Post Feb 22nd '12, 14:48

brilliant wrote:The most difficult rooms are 2, 5, and 6. Room 2 is hard because of the troopers, and 5 and 6 are hard because the monsters surround the player as soon as the player teleports to the room.


Okay, thanks. I've definitely noticed that diversity among the monsters makes groups/rooms harder, allowing for a smaller group, without hurting the challenge the map provides.
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nonstab
Chicago

Post Feb 25th '12, 18:08

I vote this map into Kill them All: Volume IV. The health cans will change to red, and the difficulty will automatically change to total carnage when the player enters the map. No exceptions.
VikingBoyBilly

Post Feb 27th '12, 14:28

VikingBoyBilly wrote:I vote this map into Kill them All: Volume IV. The health cans will change to red, and the difficulty will automatically change to total carnage when the player enters the map. No exceptions.


Wow, thanks man. It would have to be modified; it's about 153 polygons, so at least one room would have to be removed, along with other changes.
http://electricsheep.org/ Wicked Custom Screen Saver. It actually evolves over time, thanks to some internet-y crap.
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nonstab
Chicago

Post Feb 27th '12, 19:34

Sarcasm on the internet is an art lost in translation. I was sarcastic about making it harder, that is.
VikingBoyBilly

Post Feb 27th '12, 23:38

VikingBoyBilly wrote:Sarcasm on the internet is an art lost in translation. I was sarcastic about making it harder, that is.


Huh. Okay. Guess I got a little excited there. Fail, on my part.
http://electricsheep.org/ Wicked Custom Screen Saver. It actually evolves over time, thanks to some internet-y crap.
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nonstab
Chicago

Post Mar 5th '12, 15:28

In sequencer lava, the f'lickta have all vanished. It's a nice looking room, though.

Here's how to enable backtracking without nerfing the gameplay: Add a button in the very last room that raises a door polygon on the opposite end of the teleporters. Put teleporters behind those doors.
VikingBoyBilly

Post Mar 5th '12, 19:26

VikingBoyBilly wrote:In sequencer lava, the f'lickta have all vanished. It's a nice looking room, though.

Here's how to enable backtracking without nerfing the gameplay: Add a button in the very last room that raises a door polygon on the opposite end of the teleporters. Put teleporters behind those doors.


That's what I was going to do, but I've decided to try my hand at making a more ambitious map.
http://electricsheep.org/ Wicked Custom Screen Saver. It actually evolves over time, thanks to some internet-y crap.
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nonstab
Chicago

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