1. What is the name of flag that just blocks players?Ethril wrote:-The new map 2 is nice because you don't have to worry about falling to your death, but now aerial units are kind of gimped there. The edges should be player-blocking lines, not impassible/everything-blocking.
-Stalkers should have a small increase in height; There was this one Stalker that had like 2 entire armies chasing after it and it JUST WOULDN'T DIE because they just shot right over it.
-All monsters should have the -COUNTKILL flag on them, so this works properly in Invasion mode... At least, I think that'll make it work.(However, this means you'd also have to make the monsters not replace their vanilla counterparts)
-The Common Flemoid upgrade that allows them to split on death should make them split into the un-upgraded versions, so as to prevent an endless chain of splitting. (unless it already works that way)
-Upgrade projectiles could use a larger radius or height or something; Half the time I try to upgrade my Chaos Serpents, it flies right past them even though the projectile appears to be touching them.
-Zedek and Traductus (and maybe Menelkir) could use a lower painchance. Or at least just Zedek; I watched in horror as he was savagely beaten to death by... A trio of Bipedal Flemoids. :whatthechrist:
---Speaking of Zedek, didn't the projectiles from the Quietus do explosive radius damage in the original Hexen? I expected to see him mowing down hordes of zombiemen, but no, he just splats them 2 at a time.
-I still think Common Flemoids should have +DROPOFF because it would be funny.
2. They are already 5 units taller than before. Not really my fault that monsters can't aim down.
3. No.
4. That's how it works, or you'd be seeing a crash every time a Cyberdemon shot a Common Flemoid.
5. Alright.
6. Lol. Also, the original Quietus was beyond powerful, so I stepped it down.
7. No.
And I will fix the crotch laser. XD
EDIT: A_CustomRailgun has no height parameter. Is there another function I could use?