Islesofdread1 solution

J

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6 spawns, 4 lives each, a counter to 24.
 

Lark

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I've done quite a few isles runs lately, and yeah, every time we cleared the top ones out first, the map bugs and you cannot advance... and every time we started with the bottom area, as Freeradical suggests, it worked out fine. But again, could just be a coincidence. Thanks for the tip, Freerad!
 

mintree

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What Free says is true. The bottom glowing (Possesed) zombie does not spawn all the time.
The reason, i dont know, but it if you kill the bottom glowing one first, it seems to lessen the chance to be bugged.
I have figured to this out a long time ago and told some people, although they didn't believe me
Another theory i heard is that when you use large effect spells or bows (like phoenix and orion) it bugs the spawn, but i doubt this is the reason why


EDIT: what i meant is i dont know the reason why it gets bugged but i do know what the bug is. The glowing one on the bottom doesnt spawn. Thought i just clear up what i said.
 

Freerad

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Mintree is right it is the possessed on the bottom that usually glitches, but so far from the many times the map glitches clearing the bottom has never gone wrong. Thothie is also right that it may be a coincidence but in my opinion I don't really think so.
 

mintree

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i'm 95% sure its not just a coincidence.
I have played the map countless of times, and i know for certain its the glowing one on the bottom that glitches.
I dont see how this "fixes" the bug but it just does :p
Also, i dont think you HAVE to kill the bottom first to continue with the map, sometimes it...doesnt glitch? That i dont know.
 

J-M v2.5.5

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I've played the map countless of times too, and whenever I kill the zombies in the pit first, I manage to beat the map roughly 90% of the time. Whenever I kill the zombies on the ledge first, I can beat the map maybe 5% of the time.

It's really odd... I looked at the map in BSP Viewer and noticed what J said (he obviously knows since he's the mapper) - six zombies (four putrefacti and two possessed ones) all with four lives, no 'tricks' or anything. Going by that I'd say it's coincidence that the kill-zombies-in-the-pit method works, but going by in-game experience I'd say it's definitely not.
 

Thothie

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Meh... If they had differing numbers of lives, or if there was any difference between them, other than location, maybe it'd be a clue, but otherwise it just deepens the mystery. :/
 

Raider666

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You know that your fix for isles of dread is not the best. I noticed you put all the spawns on continual and have a counter count out the number of kills, then all monsters are "gibbed". This allows one to simply keep slaying the first putrefactus that spawns on the entrance side about 24 times until they all "gibb"... never even have to touch the posessed ones or ones across the way. Why not have the monstermakers only put out four instead? and death_trigger targets the counter, that way you have to kill all the zombies from each spawn...
 

Thothie

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Hrmm... True that... I *did* take that into account with the scorpions (you can kill the little ones all day - but it won't advance until you kill X# of big ones). In this case, I dunno how dependable it'll be to rig the monster spawner to target itself through a relay or multi-manager to arrange the described effect though.
 

Freerad

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Every time I used my method i always had to kill each putre from each spawn, so i dont know what happened for you...
 

Raider666

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maybe you guys could snap game_counter from Sven coop... It would be a very simple way to get isles of dread to work properly... eg. ok there is a rock that needs to break--> The counter triggers its target (the rock) at 24 counts. 6 monstermakers triggered when the gate opens with 4 monsters each. Monsters have trigger_death to that game_counter. 24 monsters killed ... the rock breaks!!!
 

J

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That's how it's been set up before (using trigger_counter). The issue doesn't lie within the way the counters are set up, but it's apparently being caused by some of the deaths not triggering the counter. That's why the problem is now being circumvented by using infinite spawns.

Anyway, I was thinking about getting some fixes done in this map, thanatos and possibly nashalrath. I'd like to get the major bugs squashed so I can concentrate on other things...
 

Freerad

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Also if my method didnt work for you raider, and if they have infinite spawns, then ya cause my method worked on jan2010. Probably different on mar2010 now
 
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