Another map of Claustrophobia1024 II done, another "bug" found or whatever it is. Some monsters seem to not be able to walk over teleport lines, even though they are the same size as other colors. I walked over all the lines, opening up all the warping spots for the enemies but in the end I was still missing about 20 monsters because they got stuck. However this might also just be because of GZDoom itself, not because of this mod. I'm not sure tho. The map was also pretty crazy and lagged quite hard with my crappy laptop.
Sometimes they do that and I am equally confused on as to why, Ive been going through their hit boxes and stuff but havent found a reasoning.
I wonder if this mod could be turned into a script that affects any monsters..
Maybe, but then it'd be dumbed down a lot to make it work.
Can we have Smooth Colorful Hell?
if someone makes a compat patch
Sorry for double-posting, but I got a question. I'd like to make a little test-map where you can test out each version of each monster for myself, but I don't know much about how the codings etc. are and how everything works.
So, is it somehow possible to spawn a specific monster via Doombuilder 2? Like for example, I build a map with 3 simple rooms. In the first one, there's supposed to be an orange Imp, then a green Hellknight, and lastly a Purple Baron. Is there some way to build something like that? Because as far as I know, this mod only works with already existing monsters and changes them up afterwards, and it's not possible to set up a specific layout of monsters beforehand.
Also, something completely different: Can somebody explain to me how to avoid the scream of the white Archvile?! It hits no matter how far away I am from it and even if I stand behind walls or anything...
This has been asked before but yes in a way. If you use the scripting tool within the doombuilder, you can assign switches to spawn certain enemies, tho there is a lot of em.
I could do that at some point tho its a bit tedious, yet it is quite requested thing so I should get on it eventually.
The scream should be avoidable by going out of line of sight, however, Ive been getting reports that this isnt the case always, which is odd
white vile will be tweaked a bit in the next update