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seriousshuck

Stronghold: On the Edge of Chaos Tribute

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Hello Everyone,

I have created a new Level for Snapmap that is a wave based survival with a defend the node style gameplay similar to that of Realm667's Stronghold: On the Edge of Chaos megawad from 2010. This level supports 1-4 players, although I have not been able to test it all the way through with 2 or more players.

I really enjoyed playing Stronghold back in 2010, and ever since I heard about Snapmap I knew that this is what I wanted to create. I want to make more levels in the future, progressively getting tougher and more complex.

I would really like some feedback on how I can improve for future levels. The more feedback I can get the better the next level will be.
CODE:C444TM3H

Thank you.

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Beat me too it. I was creating a map on the same basis as I love stronghold. Try it out in the morning an Give some feedback

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Well I had a quick go this morning, u need like a hub or a counter or something to let u know it's started because my first attempt I did no know it started an lost all my lives. Ammo was a pain needed drops of some kind or just generally more ammo boxes. Only made it to the 2nd wave an was to busy looking for ammo an they all ran through agine. Fun but needs improvements

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Thank you for the feedback. The first wave starts immediately. I really wish there were voices that announced "First wave", "Second wave" and so on. Maybe I'll add text announcing each wave when it starts. After each wave you should get a 30 second timer on your HUD indicating time until the next wave. There is a spawn pit in the first room that spawns health, armor, and ammo at the start of every wave. Don't be stingy with it because most of the time the items are set to re-spawn multiple times, so if you don't pick it up on one wave, the next wave will attempt to re-spawn something that is already on the floor. Additionally, Each weapon spawn has two ammo cases specific to that weapon that re-spawn every 30 seconds. Wave 2 opens a new room that has the shotgun and health re-spawners. Every wave after that opens new rooms with other goodies.

I'm trying to emulate the feel of Stronghold as closely as possible. Stronghold was hard. I don't want the enemies to drop anything because you would be able to stay on the front lines all the time. Part of the tension is having to pull back to restock and letting the demons gain some ground.

I'm already working on the next level, This time around all the new weapons will spawn in the base as waves progress like the original.

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Maybe have some sort of marker like they did in stronghold, u know teleporters. Or just something to make them stand out a little so u know where they are spawn.

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OH geez, why didn't I think of that before? I'll mark the new stuff with POI markers! Looks like I've got some work to do. Thanks!

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Just uploaded the new changes. So far It only has 5 thumbs up and 2 thumbs down. I'm gonna try to host a few matches and see what it plays like multiplayer. Haven't really got that deep into snapmap to try multiplayer difficulty scaling or anything like that...

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I gave it a run. It need improvements. Like a lot. You see, the ammo isn't the problem: it's the lack of weapons and information. You NEED to put instructions in this map, cause i lost a good 4-5 times cause i kept running into where the demons spawned. All with just a burst rifle. Only the 4th attempt i've discovered there was a shotty, but i already lost before i even get the chance to use it!

Also i never knew when a demon was passing through. I always killed as many imps as i could see, but seems like one always slips by, and the hold gets damage before i even know what happened.

ALSO this map only has one way! When i figured out what to do, i just stood there and waited demons to come, which were all imps. It isnt... fun.

This map needs more guns form the get go: like at least one more. be it a pistol, shotty, or lightning gun: something weak. But still giving you two ways to kill enemies. The map is also too small and linear. It doesn't take long for demons to reach the stronghold, and there isn't a lot of strategy to this map besides stand at a door and fire. I've never played the original wad (or any other wad besides brutal doom, i'm sorry), but i'm sure it got a cacoward for a reason. Check what made that wad fun and incredible, and how you can apply that to this snapmap, if possible.

There's another stronghold map i've played before, and that one was GLORIOUS, cause i knew what i was doing. This i did not. Make it more elaborate, with multiple entrances to the stronghold, more warnings when a demon is coming to the stronghold, MORE GUNS. MORE INFORMATION. Sorry if i'm harsh, but this maps needs a good amount of improvements.

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Thank you for your feedback. I'll see what I can do about making an intro that explains the rules of the game. Stronghold had an optional tutorial mode. I'll also take another look at the weapon balancing. The original stronghold always started off slow with one or two weapons and added more every few waves to compensate for the additional demons coming in. The thing that Stronghold did that I cannot do in snapmap was added new weapons. It had landmines, homing rockets, a chaingun like plasma gun, and more. It also had items you could use to summon marine allies or automated defense turrets. However, in 90% of the maps, there was only one sector to defend. The struggle was always sheer numbers. In most later maps there were 100+ enemies per wave!

I'll make some changes later when I have time and re-upload. I'm almost done with the second level which is bigger, has more weapons and demons, and a few other surprises.

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Well, as much as I hate to admit it, snapmap sucks. Ive spent all day trying to figure out how to get AI paths to work. Here is my issue:

In order to get demons to properly advance on their target, and still attack the player instead of ignoring him, it gets complicated. I made a timer, attached to a Boolean, that swiches every 5 seconds or so. On true, he runs to the AI point with unfollow for combat set to true. on false, its the same with unfollow set to false. This allows the demons to engage in combat when they see the player, but then after a few seconds continue to the base.

In order for every demon to follow these commands properly, I have to use the AI iterator. Everything else I have tried (setting a repeat timer attached to the spawner, or setting cached objects, or using custom events) only applies this tactic to either the first demon spawned, or one demon at a time. I haven't troubleshot that deep yet.

So its damn near impossible for me to make a level that has 2 or more bases to defend. the only success I've had is using an AI filter that sorts by demon type. For example, Pinkeys go to base one while imps go to base 2. because the AI iterators only output option is "all AI" So the path is: match start> start timer> toggle Boolean> Start AI iterator> For each AI> filter by demon type> follow AI path.

Just venting. this is irritating. I really hope snapmap continues to get updates in the future that make it more manageable.

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