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SCvoid

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Everything posted by SCvoid

  1. SCvoid

    Keeping weapon after death

    I know I saw somewhere on snap map an option to keep weapons after death, in order to respawn with them. I can't find it for the life of me. Can anyone help me out with this one? Still gonna look for it, if I find it, I'll post an answer to my own question for reference to anyone else with this problem.
  2. 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.
  3. 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!
  4. 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!
  5. 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.
  6. SCvoid

    Core Meltdown: Co-op campaign map

    Yup. Play through went through perfect. Re publishing it now.
  7. 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%!
  8. 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!
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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!
  14. 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.
  15. 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!
  16. 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?
  17. SCvoid

    Keeping weapon after death

    Cool. Thanks for the info. The pinky was tripping up, but I thought it was fixed. I'll check that out. The lockdown with the mancubus and he'll night is a bit hard, I'll change it to spawn them in a different location instead of popping up behind the player. There's actually a gauss rifle that pops up during the battle, but is hidden on top of pipes next to the stack of boxes. After the data logs, was it actual armor pieces clipping behind a computer desk? Or the hallway design that was clipping? I just learned about the player blocking volumes after I published it. Going to change those asap. As for the panel not activating, I did had a problem with that, so I added a counter to activate it. I think I'll just change it to a delay just in case there's a problem with the monster spawns. You made it through the whole thing pretty much, just missed out on the last boss battle. I'll make the changes and re publish it. Thanks for the suggestions! It helps to have a different perspective from someone who hasn't test run the map 15 times! I'll post it here when I fix the bugs. Thanks! By the way, did you happen to find the secret room or the rocket launchers?
  18. SCvoid

    How to make trigger brushes not work unitl later in a map?

    In room B, I would do this: module > when entered > enable volume where the volume is your trigger brush. Also, if you don't want a floating cylinder or rectangle in view on your map (the trigger) also do this: In room B: module > when entered > make invisible > volume this makes the volume invisible, but still active.
  19. SCvoid

    Checkpoints tutorial

    Cool I tried it and it works. I just made a little tweak to it. This is what I did: Map > set active > gameplay settings Set keep inventory on respawn to true. Then: Map > on map started > signal > relay > on signaled > give load out > player load out Relay was set to true like you said. It worked perfectly. Thanks for the help! I appreciate it! Just finished my first map. Damn, that was fun! It took a bit of learning, but I think it's pretty clean for a first time. It's a full length campaign map. Solo or co-op competitive! Quite a few boss battles, 20+ rooms, over 150 demons! It's objective based, and also has a few secrets included. Give it a try and let me know how yall like it. Any criticism would be great, leading me to have an improved 2nd map! Enjoy it... or not. Search code for it is here: VW6D3VWB
  20. SCvoid

    Keeping weapon after death

    Just finished my first map. Damn, that was fun! It took a bit of learning, but I think it's pretty clean for a first time. It's a full length campaign map. Solo or co-op competitive! Quite a few boss battles, 20+ rooms, over 150 demons! It's objective based, and also has a few secrets included. Give it a try and let me know how yall like it. Any criticism would be great, leading me to have an improved 2nd map! Enjoy it... or not. Search code for it is here: VW6D3VWB
  21. SCvoid

    Keeping weapon after death

    Cool I tried it and it works. I just made a little tweak to it. This is what I did: Map > set active > gameplay settings Set keep inventory on respawn to true. Then: Map > on map started > signal > relay > on signaled > give load out > player load out Relay was set to true like you said. It worked perfectly. Thanks for the help! I appreciate it!
  22. SCvoid

    Keeping weapon after death

    Awesome. I'll check it out when I get home. This is the last thing I need before I release my first map. It's a 1-2 player campaign map with each player scoring against each other. It should be awesome.
  23. SCvoid

    Keeping weapon after death

    I checked his video out. while it does show how to respawn with a certain weapon, it doesn't explain how to keep the actual weapons that were in your inventory when killed. I'm using his logic chain idea to try and figure it out. so far I cant figure out how to do it. the only thing I can think of, is to create a Boolean for each weapon, then when another weapon is picked up, set the previous weapon Boolean to false. that way when you die, the last weapon picked up will be returned to your inventory along with the shotgun. now if I had 2 picked up weapons and no shotgun, that's where I come to a wall. how do I tell it to respawn with both picked up weapons and no shotgun?
  24. SCvoid

    Checkpoints tutorial

    Awesome video, helped me out with the weapons in your inventory when respawning. My problem with it now, is I have to figure out how to get the correct weapons to respawn when I die. I have about 6 different weapons in my map. Have you or anyone else figured out the logic chain for that yet? I'm currently working on it now. if I figure it out, i'll post it here.
  25. SCvoid

    Keeping weapon after death

    Sweet. Thanks.
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