

Code: Select all
"mumble mumble beer is good mumble mumble damn that revenant mumble mumble mumble mumble hahahaha mumble mumble mumble the bfg is awesome mumble mumble mumble mumble stripping lady marines are hot mumble mumble mumble mumble demon stew with blood sallad please mumble mumble mumble mumble mumble mumble map01 music sux mumble mumble mumble mumble mumble mumble yarr mumble mumble mumble mumble mumble giant enemy crab mumble mumble mumble mumble mumble demon porn on impse.com mumble mumble mumble mumble mumble mumble mumble greetings mumble mumble mumble mumble mumble mumble mumble huge cacodemon attacked me from behind mumble mumble mumble mumble i saw 2 demons having fun in the bush mumble mumble"
That's my secondary name on Skulltag, along with KeksDose and Toasters of Evil. >_< Also, I tried the new build. I think it's pretty amusing, but for my tastes, even on UV a bit easy (maybe because I like to abuse the chain gun \ pistol and the bullet puff bug?!). But I never tried it in Nightmare, so I DO GUESS I'm missing a funny challenge (turbo demons and being super-sniped by shotgun guys xD).Icy's idea wrote: giant enemy crab
I given it a replay and i like the Maelstrom and the Stigma maps because they give time... and thus they are easier. My real problem, after playing a while was Mars after all... that one is pretty darn hard becuase there is no way to block the monsters (besides barrels, lol) and there are two entrances! So when the Knights come inj knocking, well, i get stressed to put just two down and the others have already entered the stronghold. So there is the difficulty problem, it is not in the difficulty setting, but in the map.Vader wrote: I also think it's quite easy because of this, with the exception of the 'mars' map, wich is insanely hard in comparison to the others.
I think the main problem with this map is the short distance between the spawning points and the monster goal.
Demons and spectres get into the building in no time and once they are coupled with HK's and Barons, in the last wave IIRC, it gets really unfair.
It also seems to me, that the mines are nearly useless!
You can't effectively block entrys with them, as single mines are way to unlikely to be stepped on by a monster and multiple mines destroy each other upon detonation, wich is quite a waste of ammo...
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//////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////// MINE LAYER ///////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
ACTOR LandMineLayer : Weapon 25084
{
SpawnId 200
Inventory.PickupMessage "You got some Landmines!"
Inventory.PickupSound "misc/w_pkup"
Weapon.AmmoType "Mines"
Weapon.AmmoGive 5
Weapon.AmmoUse 1
Weapon.AmmoType2 "Mines"
Weapon.AmmoUse2 1
States
{
Spawn:
MINE A -1
Loop
Ready:
LAYR A 1 A_WeaponReady
Loop
Deselect:
LAYR A 1 A_Lower
Loop
Select:
LAYR A 1 A_Raise
Loop
AltFire:
LAYR B 8 A_PlaySound("weapons/minebeep")
LAYD ABCDE 1
TNT1 A 10
LAYT A 1 A_PlaySound("weapons/minethrow")
LAYT BCDEFGH 1
LAYT I 1 A_FireCustomMissile("Landmine2",0,1,0,8)
LAYT JKLMNOPQR 1
TNT1 A 10
LAYU ABCDE 1
LAYR A 6
Goto Ready
Fire:
LAYR B 8 A_PlaySound("weapons/minebeep")
LAYD ABCDE 1
TNT1 A 10
TNT1 A 19 A_FireCustomMissile("Landmine3",0,1,0,0)
LAYU ABCDE 1
LAYR A 6
Goto Ready
}
}
ACTOR Landmine
{
Radius 5
Height 5
Mass 1000000
Health 20
Damage 10
SeeSound "weapons/tink"
ExplosionDamage 192
ExplosionRadius 128
DONTHURTSHOOTER
Speed 0
+NOBLOOD
+SHOOTABLE
+MISSILE
States
{
Spawn:
MINE A 0 A_Gravity
MINE AB 5
Loop
Death:
MISL B 0 A_PlaySound("weapons/mineexpl")
MISL B 8 A_Explode
MISL C 6
MISL D 4
Stop
}
}
ACTOR Landmine2
{
Radius 5
Height 5
Mass 1000000
Health 20
Damage 10
SeeSound "weapons/tink"
DONTHURTSHOOTER
Speed 15
+NOBLOOD
+SHOOTABLE
+MISSILE
+DOOMBOUNCE
States
{
Spawn:
MINE A 0 A_Gravity
MINE AB 5
Loop
Death:
MINE A 0 A_SpawnItem("Landmine")
Stop
}
}
ACTOR Landmine3 : Landmine2
{
Speed 2
}
ACTOR Mines : Ammo 25085
{
SpawnId 201
Inventory.Amount 2
Inventory.MaxAmount 20
Ammo.BackpackAmount 5
Ammo.BackpackMaxAmount 40
Inventory.PickupMessage "Picked up some Landmines."
Inventory.PickupSound "misc/i_pkup"
Inventory.Icon MINEA0
States
{
Spawn:
MINE B -1
Stop
}
}