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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Mon Jan 10, 2011 6:44 pm
Post subject: MH-SevenTests{MHM}++ |
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Courtesy of {MHM}Hellfire.
Changes:
- overall boss health reduced by 40%,
- weapons from previous zones available in each new zone,
- players need to kill a few spawning monsters along with the boss to clear the zone,
- clearing the zone will stop monsters spawning (unless the factory was already empty),
- players can walk on slanted ledges in the Titan area (WITHOUT SLIDING),
- added some monsters (starting count from 31 to 110),
- replaced RL on bt with U1's sniper rifle,
- added screenshot!
- the Brute boss is funny (omg custom code - 1 line). |
Last edited by Cyberia-Mix on Tue Jan 18, 2011 10:58 pm; edited 5 times in total |
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-BoB- 
dU.Staff

UT Name: dU.BoB UT Since: 2005 Joined: Jul 20, 2010 Age: 50 Posts: 465 Location: England Reputation: 216.2   votes: 3 Status: Offline




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Posted: Mon Jan 10, 2011 7:16 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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thanks for the update dem/hellfy will put it on the main server ASAP. |
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-BoB- 
dU.Staff

UT Name: dU.BoB UT Since: 2005 Joined: Jul 20, 2010 Age: 50 Posts: 465 Location: England Reputation: 216.2   votes: 3 Status: Offline




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Posted: Wed Jan 12, 2011 10:53 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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Loaded to servers  |
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Sponsor
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Fri Jan 14, 2011 6:45 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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I wasn't really planning on doing this but whatever.
V2:
- removed amps & deemer,
- the deemer BT now has the U1 sniper rifle,
- the ESR BT now has nothing (only for fun now),
- fixed goddamn titans' trigger that was messing up with the spawning counter,
- fixed unexpected health values on some bosses because some annoying stuff got my calculations wrong (brute & skaarj had too few HP, warlord had too many), the bosses HP are now 18000 - 27000 - 39000 - 51000 - 64000 - 76000 - 99999,
- changed skaarj boss & warlords projectiles,
- added respawning warlords each time a warlord mid-boss is killed (3 factories, each of them triggered by one of the mid-bosses, will stop when boss + mid-bosses are all dead). |
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HellFire 
UT Name: }ElitE{HellFire` UT Since: 1999 Gender:  Joined: Jul 20, 2010 Age: 31 Posts: 548 Location: The Netherlands Reputation: 315.9   votes: 6 Status: Offline




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Posted: Fri Jan 14, 2011 8:27 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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Cyberia-Mix wrote (View Post): | I wasn't really planning on doing this but whatever.
V2:
- removed amps & deemer,
- the deemer BT now has the U1 sniper rifle |
I don't want the Amp's and Deemer's removed tbh.
Redeemer BT was nice and not hard at all, fixing this Redeemer above the teleport would be enough. |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Fri Jan 14, 2011 11:11 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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I understand your position, it's not something I've been wanting to change.
The thing is, deemer farming and the amps placement make easy for those who get them to abuse the score.
I'm aware that with the ESR and the deemers you wanted this simply like a fun map. With dUMH however, the gameplay & challenge become viewed more seriously.
I don't mind personally that people will rush deemers/amps for points. It's not as if it was forced to happen and it won't affect my game so much.
But some other players will think it's lame and reject the map because of that, so it's the kind of things to take into account when you balance a map.
I've even been wondering about making the brutes immune to deemers.
Right now I think, on dU at least, the amps & deemers in your map achieve nothing positive for the game, which is why I finally removed them.
I'll put them back if you want, no worries. I just want you to ask yourself first if you think it's the right thing to do.
Also BoB, the server should run both my and the original version of the map. Right now it looks like we're trying to erase it. |
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Sponsor
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-BoB- 
dU.Staff

UT Name: dU.BoB UT Since: 2005 Joined: Jul 20, 2010 Age: 50 Posts: 465 Location: England Reputation: 216.2   votes: 3 Status: Offline




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Posted: Fri Jan 14, 2011 11:33 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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Hellfire's original version is now back on all servers.
Until I get the ok from him, I wont put any new versions on. Im not keep on having 2 versions of the same map on the servers with only such small tweaks anyway. It gets confusing.
B  |
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HellFire 
UT Name: }ElitE{HellFire` UT Since: 1999 Gender:  Joined: Jul 20, 2010 Age: 31 Posts: 548 Location: The Netherlands Reputation: 315.9   votes: 6 Status: Offline




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Posted: Sat Jan 15, 2011 1:11 am
Post subject: Re: MH-SevenTests{MHM}++ |
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Amplifier is not that much of a problem for me, but the Redeemer I'd like to keep in the BT and the one above the teleport should be fixed (if you can).
I guess the rest is fine, need to test it with like 3+ players on the private first to see if it's final version or not. |
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BlackWolf 
dU.Staff

UT Name: dU.BlackWolf UT Since: 1999 Joined: Jul 20, 2010 Age: 55 Posts: 822 Location: Berlin Reputation: 352.2   votes: 5 Status: Offline




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Posted: Sat Jan 15, 2011 2:46 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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The ESR (problem) can be ignored, because it will be replaced at all dU servers. |
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Sponsor
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Sat Jan 15, 2011 3:27 pm
Post subject: Re: MH-SevenTests{MHM}++ |
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Alright V2 modified:
- deemer back, respawn time 120 seconds instead of 60 (doesn't work offline for me but online should be fine like it is for MJD),
- weirdly positionned deemer in the main room fixed (I haven't managed to understand why it happened and why it couldn't be fixed using normal ways, I blame UEd, also sorry for not noticing this before),
- blocked players from getting the deemer in the main room when jumping (wasn't aware of this before now lol),
- placed amp at ESR BT, duration 120 seconds instead of 30 (I made various calculations and below 120 it's really not worth getting, completing the BT should remain rewarding - and now you see it respawn exactly when it ends, as if it went back to its place, it looks cool!),
- ESR bt doesn't kill anymore, instead players are teleported at the start (done with explicit permission from Hellfire),
- added an exit teleporter at start of the ESR BT (done without explicit permission, needs checking), the main reason for this is that if a player tries the BT but loses too much time so that the amp is not worth getting anymore, he can go back to rejoin the rest of his team without screwing the teamscore with a suicide, and it avoids suicide frustration for players who keep on failing and want to leave,
- prevented BTs item get messages from displaying when the item hasn't respawned.
Reaaaady for private server. |
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