A small solo level for Apotheosis
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It's my first attempt at Marathon mapping, so expect questionable balance, at the very least. Also, there are two issues I couldn't resolve:
1. A trigger is supposed to activate 3 invisible enforcers, but only 2 of them spawn. I'm perfectly content with this behavior, but a bug is a bug. Removing the one that doesn't spawn leads to one of the others failing to spawn.
2. Juggernauts were supposed to spawn on the glowing pillars, but they can't fly over them for some reason, which makes them stuck. I fixed it by moving them into other polygons, but it would be nice to know what caused the problem. Changing the pillars' height or shape didn't help.
If you don't have Apotheosis, here's a working link.
- Crater Creator
- Vidmaster
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Regarding problem #1, do you play on Easy or Kindergarten? If so, the game will reduce the number of enemies.
Actually, I'm pretty sure difficulty only affects wether a monster is minor or major.Crater Creator wrote:Regarding problem #1, do you play on Easy or Kindergarten? If so, the game will reduce the number of enemies.
Regarding problem #2, you may have set the pillar's walls to 'solid', thus the juggernaut is unable to move.
If that's not it, check the ceiling height again, jugs' need a lot of space
Frog blast the vent core!
$lave wrote:Damnit bridgit, you are forgetting how fucking serious business the internet is.
No. It's like that even on Total Carnage.Crater Creator wrote:Regarding problem #1, do you play on Easy or Kindergarten?
Nah, the walls are not solid. The polygons in question are 3,3 WU tall.Tycho X wrote:Regarding problem #2, you may have set the pillar's walls to 'solid', thus the juggernaut is unable to move.
If that's not it, check the ceiling height again, jugs' need a lot of space
This is incorrect. On Easy and Kindergarten, monsters are randomly seeded to be deleted from the map. That's what the Cannot Skip flag under behavior settings is for; important enemies, like Juggernauts, have it flagged so they are never deleted.Tycho X wrote:Actually, I'm pretty sure difficulty only affects wether a monster is minor or major.
Interesting. I'm surprised I've never noticed.RyokoTK wrote:This is incorrect. On Easy and Kindergarten, monsters are randomly seeded to be deleted from the map. That's what the Cannot Skip flag under behavior settings is for; important enemies, like Juggernauts, have it flagged so they are never deleted.Tycho X wrote:Actually, I'm pretty sure difficulty only affects wether a monster is minor or major.
Frog blast the vent core!
$lave wrote:Damnit bridgit, you are forgetting how fucking serious business the internet is.
Gotta say, I'm finding it difficult to maintain balance in this game due to the way skill levels are handled. The enemies are skipped/replaced automatically, but the ammo stays the same, which leads to either overabundance of ammo on lower skills, or ammo starvation on higher skills, or both.
At least now I know why Phoenix had these big ammo piles I didn't need on Normal.
At least now I know why Phoenix had these big ammo piles I didn't need on Normal.
Yeah, that was a massive problem with balance that I had while making Phoenix. I eventually decided to just settle on making Total Carnage the Authentic Experience and letting the lower difficulties just deal with it; my central assumption was that people that play on Normal or lower probably don't care all that much about perfect difficulty balance. I found that preferable to situations like that of EVIL, where you quite simply don't have the ammo you need to survive on TC without a very tedious and unpleasant experience of trying to punch inescapable Devlins to death.
It's just not quite as simple as it is in Doom, where monster behavior doesn't change from difficulty to difficulty (except for Nightmare, but no one cares about that), it's just that higher difficulties have more monsters, but the map creator has full control over it the whole way through.
It's just not quite as simple as it is in Doom, where monster behavior doesn't change from difficulty to difficulty (except for Nightmare, but no one cares about that), it's just that higher difficulties have more monsters, but the map creator has full control over it the whole way through.
Yeah, definitely.RyokoTK wrote:I found that preferable to situations like that of EVIL, where you quite simply don't have the ammo you need to survive on TC without a very tedious and unpleasant experience of trying to punch inescapable Devlins to death.