MrSkeltal Posted August 1, 2016 I wanted to get the Snapmap achievement on the Xboner but at the same make something that was (hopefully) not trash and this was the result. It could be considered a spin-off/sequel to my last masterpiece, Le Chizit Gaturr. Glitches/Bugs/Other things: - This uses a mix between hand placed enemies with the AI Conductor option turned on and forced arena fights. From when I tested the map, trying to rush though it seemed to work fine and didn't break anything, but with Snapmap you never know!!! Kill any remaining enemies if any spawn issues pop-up. - In the small sized area with one of the Bone Bells it might take a minute or so for a few of the enemies to spawn in the forced arena encounter. This is rare and I don't know what causes it. Even with the spawn option set to In Module it looks like some of the Hell Razers spawn outside it. In one occasion I saw one spawn in the room then ignore me and run outside the module for no reason. Either way, if this happens just wait a minute or two and they should spawn inside the room. I say should because you never know with Snapmap. - Dying takes away all your weapons except for the ones you start out with. Even with the "Respawn with Loadout" option set to on this keeps behaving the same and seems to be a Snapmap bug according to what I've read. To remedy this all weapons you find in the map respawn after 90 seconds. A couple of the health packs do as well in case you're low on health in certain areas. - Most shotgun ammo in areas respawns eventually, this was done so you don't have to resort to melee in case you're extremely bad at combat and somehow run out. I originally wanted to remedy this with the Pistol you're given at the beginning, but it's the MP DLC one with an actual ammo count and not the back-up SP one. Welp! 0 Share this post Link to post
ShadesMaster Posted August 3, 2016 Need to try this, saw it under 'new maps' the other day but didn't get to it (a half hour b4 work)... I'll post again with my consensus but expect an up-vote from in-game. :D 0 Share this post Link to post
ShadesMaster Posted August 4, 2016 Awesome work!!!! The final battle was HARD, who would have thought SP Revenants could be so darn powerful? 0 Share this post Link to post
Potatoguy Posted August 11, 2016 Gave your map a run. It's alright.Gameplay: 3/5 – Solid gameplay, but not great. Encounters were good and all, but isn’t something I ran in other maps before. Like the ensemble of Revys though. Difficulty: 3/5 – Manageable. Didn’t had too easy encounters, nor too difficult ones. That last fight was challenging. Map Design: 2/5 – Basic, in the bad way. Props can do a lot to a map, you know, and the beginning showed that. But after there were nothing but barren room after barren room. Sound: 2/5 – Could have been done better. The music changes, but stays in Hell 1 Combat A for the remainder of the map after it’s played. That is until the last fight. Uniqueness: 2/5 – Ergh… Besides “Cum” and “69,” there isn’t much else that makes this map stand out to other maps. Sorry. Technicality: 3/5 - For some reason, after dying to the Cyber Mancubus, I was respawned at the Gore Nest that awaited after him. Other than that, no other bugs. Still don’t like losing all guns after death. Try giving more props, and more, egh, flair, i guess. I don't know, more of the good stuff. 0 Share this post Link to post
MrSkeltal Posted August 11, 2016 The reason for the lack of props past the beginning is because I hit the Object (and Demon) limit with the item placement and background logic. Had the limit being higher I probably could've added more ~~story~~ to the map alongside props and environmental sounds. 0 Share this post Link to post
Potatoguy Posted August 11, 2016 I'm guessing the amount of modules used here are taking up object limit. Right? Cause that sucks, and the propping thing can't be fixed unless you do some things that remove some memory limits. Although the music department can be fixed. Also a few so fx's can work in place of props, or clever module environment manipulation. A good example of env. usage was where i was fighting an HK in an enclosed room, and a timer would change the env. theme from dark to default, then back again. This gives off the vibe of flickering lights. Sucks that props can't be place unless some removal of stuff to compensate memory. 0 Share this post Link to post
MrSkeltal Posted August 12, 2016 Yeah, the modules count as objects, the Hell ones add quite a bit to the limit. For the module environment manipulation it won't happen. I'd have to place module logic objects to control it and the limit is already at 100%. I originally had more props in the level but had to remove them to add room for the checkpoint, lives, encounters, etc. logic systems. I might add some FX to a couple of areas, though. I think that category isn't full. 0 Share this post Link to post