DM-DG-SpaceJunk

Check out Death Warrant's Invasion Server
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

May need to be invasionified. Pathnodes, playerstarts, some more adren not the 2 second 50 adrenaline type. Only issue since its a DG map it tips the scale on map size. This is the smallest sized map he ever released and its still 11.5 mb.

Image Image Image http://www.mapraider.com/maps/?fileid=3979
User avatar
DW_ACY
DW Clan Member
Posts: 860
Joined: Sat Jul 22, 2006 11:00 pm

Hornet played it this morning and this would be a real challenge to stay alive it has the feel of training wheels just bigger and open. Monsters would own us on later waves. I would say leave the corner halls clear of monster spawns so we could hold one in later rounds. Oh and by the way why is everyone so anti adren spawns now? I'm not saying every map has to have them but really one or two away from the action does not hurt.
Image

No shame, no dishonor, will run away to fight another day!
ACY
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

It's not anti-adrenaline per say. Its the lets sit on the adren spawn globing while i kill all the monsters. Globe takes 10 adren for every second, with most of the silver pills its set at 50 adren every 2. I believe you can run a globe and triple by just standing on the spawn.

So you're right it shouldn't be available in the wide open, however unless you mod the map to add rooms you're definitely going to have that happen. This map has two new adrenaline pills. One giving you 50, and another giving 100.
User avatar
DW_ACY
DW Clan Member
Posts: 860
Joined: Sat Jul 22, 2006 11:00 pm

Just another comment on the map Hornet, I think size does not matter in the down load if it is going to be a good map. So please don't discount them due to size. Once people have them cached they don't have to worry about size.
Image

No shame, no dishonor, will run away to fight another day!
ACY
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Yup, but looking at our track record there has been probably an average of 4 map revisions for each map. Obviously something is wrong there. Just trying to save bandwidth.

Anyone know if there is anything we can set the Kill Z to so luci doesn't give us problems and just teleports back up?
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

There are a couple of damage types that the SuperBOSS Luci will 'rebound' from. One is lava. I'll have to check and see what the other ones are (if any). Or we can add our own as necessary.

Snaggle.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Great we have this problem with bulliwyf too.

Thanks for the heads up :)
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

So here are the default damage types configured in the default properties section:

Code: Select all

     BlockedDamageTypes(0)=Class'Engine.fell'
     BlockedDamageTypes(1)=Class'Engine.FellLava'
     BlockedDamageTypes(2)=Class'Gameplay.Depressurized'
If you can identify any others you want to use just add them to the LuciferBOSS.ini file. Probably should replicate the inital 3 (just so you know what's what) and then add the ones you want.

Snaggle.
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

Ooops! Should mention that if Luci is hit by any of these 'blocked' damage types, he immediately teleports to a random PlayerStart.

Snaggle.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Thank you snaggle.

Ok Update It's ready to be slapped on the server.

I would like to thank DG-Unreal for allowing us to modify the map. :cheers:

Map download link.

http://files.filefront.com/DM_dw_DG_Spa ... einfo.html
Post Reply