WW2:Lodagond-1 [Optimized]

Crow

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YOU DONT GOT TIME TO MAKE A PROFILE
WE HAS A VIKTURY!


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J-M v2.5.5

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Crow said:
:::UPDATE:::

Please god let this be the last one.

FIXED:

Treasure should spawn when you kill the big red mean one.

Max view distance increased a wee bit

Pet bomb should work now

Arrow hint at the beggining easier to see

couple random things

REDOWNLOAD FRONT PAGE YAY!
You'd better bug all the server admins right now to update their versions of lodagond-1, because I would like being able to play it when I join a server.
 

Thothie

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Meh, I just got it up on my server now, and I'm updating the content and main page downloads...

...This is still going to cause a lot of mis-matched map errors for people, especially since most people aren't computer savy enough to realize they have to dump their internet cache before downloading the file again.
 

Crow

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I'm going to be doin some mass axing of entities, cuz crashing is lame, and not being able to use magic is lame.

I need a show of hands, do you care if i take out...

1. The bomb for the reaver, which has yet to work anyways, and it seems he goes down fine w/o it? (Clears out 41 entities)

2. The little beam doors for the skele tower? (Clears out 28 entities)

3. Maybe the teleport escapes if the first two don't help. I don't know if people really use em or not. I don't want to take em out right away unless every person that posts is like "don't care" (Clears out 118 entities)

I could just make them very simple, or just have 2 teleporters, or... w/e


I'd say theres somewhere between 6-700 entities so... the first two cut out a good chunk of that.


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FER

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I didnt know there was a bomb ti kill the uber reaver :oldshock:

And yeah, he goes down quite well without it
 

J-M v2.5.5

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FER said:
I didnt know there was a bomb ti kill the uber reaver :oldshock:
It's the four buttons in front of the four gates in the arena. Every button can only be pressed once and every one of them creates a lightning beam thingy that centers in the arena. Once all are pressed, you get an explosion like FX sprite lightshow crap stuff effect gimmick thingy.

But it doesn't work, and why on earth would Maldora put a bomb in the arena of his beloved big, chunky, beefy pet? Exactly. So I suggest you remove that one, Crow.

However, don't remove the escape teleporters :mrgreen:
 

HumanSteak

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I vote bomb and whatever it takes to make the map stop crashing!
 

FER

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Vote for bomb and maybe skellies neon door (could be changed for better, less entity consuming effect)
 

FER

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So far excellent, but we finished the map and got nothing (7 people)

EDIT: are you sure something spawns in the final chest besides filler items?
 

Thothie

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Another... Download? Jeeeze...

A lot of these crash reports seem to be coming from folks with the older map variants though.

The previous version was finished on my server at least 4 times, sans crashes.

Ima updating the download link with a new file name to cut down on people re-downloading the same package from their cache. This had damn well better be the final version, I gotta upload so much crap everytime ya do this. >_>
 

HumanSteak

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The latest version seemed much more stable than any of the previous, I think we should be good with this one :wink: .
 

Shadeska

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*lights torch*
*looks at torch*
*realizes he needs to download new model for torch*
*grabs pitchfork instead*
"THIS....IS....SPARTAAAAA!!!"
 

Thothie

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Meh, I see some minor problems and some bits where it could be optimized better (what's with these sprite guides still being here?). Sorc boss room, also could be more interesting... But really, there are so many versions of this map out now, if it's going to be updated again, it'd have to be integrated to the betapack to make sure everyone's on the same page.
 

villager

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Fri Oct 05, 2007 11:44 pm
It was after the patch was released, when it was on the FN friendly list :|
 

Thothie

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That's not what I asked. I asked if the screenshot is from an [FN] server.
 

Crow

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Is new pic on teh front.

orc boss room is completely re-done.

Now instead of him chasing you, you'll have to chase him :twisted:

Oh, and thank thothie for all that. It looks very nice. I just copy+pasteed that part. He has a better sense of gameplay than I do most of the time. Or all the time.

I might add something on the floor to hide behind for the inital frost mage battle, it's a lil empty atm, just some wooden pillars in the corner.

NOTE: This is not an update. Just a pic. I still have to test it, and it's going in the next beta pack.


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Shurik3n

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Crow said:
Now instead of him chasing you, you'll have to chase him :twisted:

You already DO have to chase him. He jumps around the room for no reason at all. He could be doing a jump swing towards you then all of a sudden he just teleports to a pillar. Its actually very annoying how much he jumps.
 

Thothie

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I'd have to see the boss room - in the sample boss room I made, he used the teleport to reach the multiple levels over a series of catwalks. The players had to chase him up there, but it also made it easier to see when the Blooddrinker was boomeranging back around.

PS. Another thing this map really needs:
Remove the _turret extension from the ice troll lobbers at the spawn - and give them enough battlements to walk the length of the field. I mean, everytime they spawn, the players just hide in a corner and acid-bolt/fireball them to death, which is real boring.
 
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