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seriousshuck

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About seriousshuck

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    Warming Up
  1. seriousshuck

    Snapmap Players UNITE!

    Steam: seriousshuck I'm going to be busy until late September, then I'll be on more during the week. I play other games a lot, but DOOM has been my favorite game since I was 10, so chances are I'll be playing the new DOOM for a while and using snapmap for longer.
  2. seriousshuck

    Stronghold: On the Edge of Chaos Tribute

    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.
  3. seriousshuck

    Stronghold: On the Edge of Chaos Tribute

    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.
  4. seriousshuck

    New SnapMap Updated f***d up Pickups

    Well, the same could be accomplished with (any trigger)> on trigered> follow AI path> (with run true and unfollow for combat false). Once the demon makes it to wherever, they will break off and fight. Not trying to argue with you, I'm just saying there should really be a better guide or tutorials on some of these things. It doesn't help that some demons simply refuse to run until they see a player. Pinkeys are fast but will simply walk everywhere if they haven't encountered a threat.
  5. seriousshuck

    Stronghold: On the Edge of Chaos Tribute

    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...
  6. seriousshuck

    New SnapMap Updated f***d up Pickups

    So, something I've noticed, in update 2 they added an option for AI path points called sprint. So now you have the option of selecting walk, run, or sprint. The thing is, I've no idea what sprint is meant to do. When I told a custom spawn group to: on spawn> follow> AI path point (sprint) When I do this, all that happens is the demons will hang out at their spawn point until they see you, and then they decide to run straight for the path point. I dunno if that is the desired outcome or not. I don't see it being useful honestly, unless you plan on playing hide and seek with a bunch of demons...
  7. seriousshuck

    Stronghold: On the Edge of Chaos Tribute

    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!
  8. seriousshuck

    Stronghold: On the Edge of Chaos Tribute

    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.
  9. seriousshuck

    Doom Wave Onslaught - DIFFICULTY MODIFIER! 5Z4JZ83D

    Sweet. If you need a break, check out my level and tell me what you think. I'm starting the 2nd one now. Its gonna be longer, tougher, and more creative. Code: C444TM3H
  10. 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.
  11. seriousshuck

    Doom Wave Onslaught - DIFFICULTY MODIFIER! 5Z4JZ83D

    Tried it again this morning and it was working. My only other suggestion (being picky at this point) is that some weapons when you purchase get spawned and you have to press the button to get them, and others spawn directly in the players inventory. Good job on this map :)
  12. seriousshuck

    Doom Wave Onslaught - DIFFICULTY MODIFIER! 5Z4JZ83D

    I played Damnation, which had the wheel, but the wheel only would let me cycle between 2 weapons although I had many. Could've been a glitch. I was still able to select any weapon I had using next/previous weapon or the numbers... I try to get a screen cap on it later to show you what I'm talking about.
  13. seriousshuck

    I caught a cheater red-handed

    If its telling you to check your network, I doubt its because you don't have season pass. Recommend checking your firewall.
  14. seriousshuck

    Doom Wave Onslaught - DIFFICULTY MODIFIER! 5Z4JZ83D

    Looks good, I'll check it out. Edit: Made it to wave 8, good overall. Some feedback: weapon wheel set to 2 weapon slots but player can carry as many weapons as he/she purchases. Recommend adjusting max weapon slots. Also, some weapon text was red when I had enough credits to purchase. May want to adjust difficulty seeing as I made it to wave 8 on first try. maybe a setting where you adjust lives for a score multiplier? Easy way, make a console where you sacrifice a life for a multiplier. But only make it available before you start wave 1. and now for my plug: I made a level that is a tribute to Realm667's mod; Stronghold: On the Edge of Chaos. First attemp at a 'real' level. Code: C444TM3H or just search for #realm667. Feedback would be greatly appreciated. I want to make more but only if people play them. Its really hard to get people to even see your map without shameless advertising. My other map: 8Y6XT3US its a joke level, just check it out if you have 5 minutes.
  15. seriousshuck

    WolfenDoom: Web of Agony

    Looks good, can't wait to play it. I was a big fan of Stronghold. Edit: [removed shameless advertising]
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