Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
SCvoid

Core Meltdown: Co-op campaign map

Recommended Posts

I finished my first map finally, uploaded it, got some advice from a fellow forum member on some tweaks, fixed them and reuploaded it. I hope some of you enjoy it.

It's a full length solo or co-op campaign map, with plenty of objectives, good fights, and some sweet environment. Also a few secrets thrown in to boot! The final boss battle is a good one, had my blood going after the end, even after have tested the map 15 times!
If you play it co-op, you and player 2 will go head-to-head in a score battle. Higher score at the end of the map wins!

I think I've got it really honed in, and I'm satisfied with the results.

Check it out here: HGWBB3UN

Thanks for looking, and I'm always looking for opinions or ideas on how I can tweak it for a more enjoyable experience.

P.s. There may be a bug in the final room involving POI's. If so, the 4 terminals shouldn't be hard to find. It's pretty symmetrical.

Share this post


Link to post

I liked this map a lot, too.

The retreaded areas we're very clever since you see where the red, yellow and blue doors all are before you get the keys.

The keys themselves are in decent areas, but I almost walked over the bag with the red key in it - you might consider giving it a light red light or something to draw more attention to it.

Regardless, I didn't get lost in the map - so flow is good.

The activators are clever and the clutter and object use was fantastic.

Demon difficulty was good, but I would have liked a few more weapon choices. Maybe I missed a few secrets?

All those security guards early on really made me want something explosive there, and that first baron fight is brutal, I kept getting stuck on all the enemies charging in on me. Nearly everything in that room hunts you it seems, you might want to disperse some of them to throwing fireballs instead - or make that stun plasma rifle have a POI.

Also, in the room with the two floating platforms over the shadowy death pit. Was there something I was supposed to do here to disable the barrier on the second platform? I managed to land on the very edge of the platform and double-jump my way to the opposite side, but it feels like I missed something here too.

There are a few places where multiple items spawn on themselves, notably the rocket launcher and 3 shields in the room with the blue and yellow doors. This might be intended though for multiplayer.

Share this post


Link to post

Thanks for the info!

I will add a light on the bag, or a message if you teach the door without the key.
As for secrets, there is a secret room with a rocket launcher and a burst rifle.
Weapons on the map are burst rifle, heavy machine gun, chain gun, plasma gun, explosive combat shotgun, rocket launcher(s), and gauss rifle.
In the first barron fight, I clear the room before I activate the console, which makes the Barron fight a lot easier. You'll know it's clear when the supply box activates.
As for the room with the death pit, there are a total of 5 platforms. Look up to your left from the first one! Lol
Also, the weapons and armor spawning on each other isn't intentional, I'll have to fix that. Was it the rocket launcher that spawns next to the yellow door? Which shields are spawning in each other? This usually happens when i link their spawn to a door opening. So if a door opens multiple times it spawns each time. I can fix that with a single relay.
Thanks for the advice! I'll look it over again today.

Share this post


Link to post

SCVoid this is the best map SnapMap I've played yet. The fact that you populated the place with props actually makes it feel unique.

I played it with a random coop buddy, we couldn't finish the map as we got stuck at the core room. I think a monster didn't spawn.

Can you reward keycards to both players I had to rely on the other guy to open doors for me.

Share this post


Link to post

I'll change it to drop key cards twice for this reason. Thanks for playing I appreciate any feedback as it'll help me develop a better experience for everyone.

Share this post


Link to post

So you say you got stuck in the core room. The room with the red door right? If so, after the 4 terminals are activated, a mancubus and another demon will spawn, after that, it should be 2 Barron's. After the Barron's are killed, it opens the last door leading to the escape. At what part did it stall out on you?

Share this post


Link to post

It stalled out for me two. After the Mancubus and the Cacodemon spawned nothing else happened.

Share this post


Link to post

Damn. I just played it through again, and I didn't have any problems with items double spawning or demons not spawning. Only thing I found was the POI's didn't show for the terminals in the final boss room.
I'll go through it again and see if something's wrong in the logic. Maybe I'll just delay the Barron's for a minute or so to give enough time to kill the mancubus and cacaodemon. I haven't had that issue with the Barron's not spawning so I'll look into it right now.

Share this post


Link to post

You might want to spawn the barons on the other demon's death.

I ran into this a lot testing a coop map, and it's that damn 12 demon count limit I think.

But if you add to a counter when both the mancubus and caco die you should have enough open spots for spawn your two barons.

Share this post


Link to post

I went through it and checked it, I didn't find anything wrong with the logic chains. No idea why the Barron's didn't spawn. I went ahead and set a timer for when the mancubus and cacodemon die to 3 minutes to open the door just in case the Barron's don't spawn again.

Wish I could fix it, but there's nothing else I can think of to get them to spawn correctly without ruining the flow of the boss battle. Hopefully it works now.

Share this post


Link to post

Okay I played through it again. I didn't have any problems with the barons not spawning, but by using all 4 terminals as you enter that room you can totally skip fighting anything in there as after you use the terminals everything dies.

Here is an imgur link: http://imgur.com/a/CdEj0
the first 2 pictures show where that shield and rl were double spawning.

The third shows that activate console poi stays on after you hit it, since I'm at the end of the map.

The first baron fight went much smoother after I completely cleared the room, but demons trickle in so slow there I thought everything was done spawning previously and activated the console early.

Jumping platforms went much easier since you pointed out the alternate path. In this case, I would suggest you move the barrier on the platform forward a bit so you can't land on it at all.

The first lockdown arena opens before everything is dead, the one with all the security guards. I know it's on a timer, but maybe change that to clearing the room?

And you can activate the switch to get the blue keycard before putting the green powercore in its spot. You might also want to make the "restore Power" objective appear before picking up the core, because if you miss picking up the core its not clear what to do after you go into the yellow door.

You also have a red keycard laying on the spawn room floor. You might have missed removing this when you were testing.

Share this post


Link to post

After you use the terminals, I have it kill all the normal spawns for when the boss fight starts. That way it's not too overwhelming. In theory, anyway.
I looked at the pictures, which a big thanks by the way, and I now know which armor pieces you were talking about. I can fix that easily. As for the rocket launcher, I think I can fix that to. It has to do with the timer being tied in with a counter.
It'd be a bit hard to lock down the first battle during the wave, since I'd have to learn the count of all the demons in order for the door to open on them all being dead. Unless there's an easier way that I don't know about.
The switch for the blue keycard might be enabled from start, I'll look at that.
To fix the poi problem, I can disable the poi settings after the first time each one is used, since I can only have 5 POI's, I have to reuse them. Then when entering the core room, re-enable them.
Gonna give it a shot now on those edits.
Thanks for all the help. I really appreciate it. Last time I checked I had 8 thumbs up, so I must be doing something right!

Share this post


Link to post

I think I fixed the problems. I just did another quick play through and none of the things you brought up came up.
Armor fixed, rockets fixed, platform fixed, blue key fixed, green power core objective fixed. I think all may be well for this map finally! There are a few more extra things I'd like to do, but the network and objects are about maxed out at over 99%!

Share this post


Link to post
SCvoid said:

It'd be a bit hard to lock down the first battle during the wave, since I'd have to learn the count of all the demons in order for the door to open on them all being dead. Unless there's an easier way that I don't know about.


If you are using a spawn encounter object, or multiple ones, you can make a connection from them and select the "On encounter finished" event. This fires when all the demons spawned from this event are dead. You could then link to, and increase, a counter for how many encounters you have. If you are using encounters, or placed demons, this is the easiest one to implement.

There is another way to do this by counting every demon in a room with some logic objects. I made a vid on this one so I'm just gonna link you there: https://www.youtube.com/watch?v=xy7swY9DgQ4

Share this post


Link to post

Hmm, I believe it's a wave encounter and if I'm correct I do believe I have the door unlock after encounter is finished. I'm editing it again now so I'll check it real quick...
Okay, so I have a survival encounter and a custom imp encounter rolling. I linked them both to a counter, so when both finish, the counter equals it's total and then opens the door.
Thanks for the info!

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×