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SCvoid

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About SCvoid

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    Warming Up
  1. SCvoid

    jCoop - Map01

    Just tried it out. It's pretty cool. Those hellknights are a pain in the ass! Seems like they never die! I like how that secret room is activated by triggering it. I need to implement that in my next one. I didn't make it past the room with the three waves in it with one of the power cores. I died 3 times so I guess that was it. One thing I did notice is when I died it respawned me back in the first room. Not sure if that's intentional. Seems pretty legit though. I'll save it and give it another shot tomorrow.
  2. SCvoid

    jCoop - Map01

    Gonna check it out now. It seems you and I had the same idea and put a ton of time into our maps to get it right! Check mine out if you will. It's got it's own thread here as well. Co-op campaign: Core Meltdown. See what ya think!
  3. SCvoid

    Core Meltdown: Co-op campaign map

    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!
  4. SCvoid

    Core Meltdown: Co-op campaign map

    Yup. Play through went through perfect. Re publishing it now.
  5. SCvoid

    Core Meltdown: Co-op campaign map

    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%!
  6. SCvoid

    Core Meltdown: Co-op campaign map

    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!
  7. SCvoid

    Core Meltdown: Co-op campaign map

    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.
  8. SCvoid

    Core Meltdown: Co-op campaign map

    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.
  9. SCvoid

    Core Meltdown: Co-op campaign map

    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?
  10. SCvoid

    Core Meltdown: Co-op campaign map

    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.
  11. SCvoid

    Keeping weapon after death

    Damn. I knew I should have put a light or a message for the bag. Before the red door, there is a duffel bag on the ground. If you walk next to it, a message pops up that says "open bag". It's in there. Sorry for the confusion!
  12. SCvoid

    Core Meltdown: Co-op campaign map

    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.
  13. 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.
  14. SCvoid

    Keeping weapon after death

    Alright, I revamped the map and I think I fixed all the problems you found with it. If you wanna give it another shot, you can find it at: HGWBB3UN I added in the secret notifications, and a few other things. Also changed up the mancubus hellknight battle. Those 30 second counters that pop up in 2 different rooms are small "hints". If you kill the creatures before the counter is done, it'll spawn a rocket launcher. Really helps for the final boss battle. Which reminds me. Don't stop moving in there! It was good enough to keep my adrenaline pumping when I finished it!
  15. SCvoid

    Keeping weapon after death

    Also, what didn't you like about the checkpoints? I'll have time to rework those as well. Was it that they spawned too far apart at times?
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