Page 48 of 49

Posted: Mon Oct 23, 2006 2:43 am
by Cutmanmike
Not sure if this has been fixed or not, but you might want to check co-op on map04 (I think). Player 2 starts in a deathmatch area with voodoo dolls everywhere.

Posted: Mon Oct 23, 2006 12:17 pm
by Amuscaria
Cutmanmike wrote:Not sure if this has been fixed or not, but you might want to check co-op on map04 (I think). Player 2 starts in a deathmatch area with voodoo dolls everywhere.
Hm, i need to look into that. I just checked the map and I found only one player start for each player. I also checked map05, which uses the voodoo doll trap, and all the player starts are in the right place. I'm not sure how voodoo dolls actually work. Does the player uses the last player start that was placed on the map or what? Or is does it choose the player start with no obstacles with the same area?

Posted: Mon Oct 23, 2006 12:29 pm
by HotWax
Eriance wrote:Hm, i need to look into that. I just checked the map and I found only one player start for each player. I also checked map05, which uses the voodoo doll trap, and all the player starts are in the right place. I'm not sure how voodoo dolls actually work. Does the player uses the last player start that was placed on the map or what? Or is does it choose the player start with no obstacles with the same area?
AFAIK, the player starts at the lowest numbered Player X Start, where X is the number of that player. So it should be the first such start placed on the map.

Posted: Mon Oct 23, 2006 2:28 pm
by Graf Zahl
Actually the player starts at the highest numbered start. The starts are spawned sequentially so each time a new one is spawned the last one becomes a voodoo doll.

Posted: Mon Oct 23, 2006 2:38 pm
by HotWax
Heh, shows how long it's been since I experimented with them in vanilla Doom.

:oops:

Posted: Tue Oct 24, 2006 5:20 am
by Cutmanmike
Eriance wrote:which uses the voodoo doll trap
Why do you even need to use those these days? Btw i'm still playing through this wad on co-op. We're on the map after the dungeons so far.

Posted: Tue Oct 24, 2006 11:51 am
by Cutmanmike
MAP10 has no weapons near the start, thus killing co op

Posted: Tue Oct 24, 2006 12:10 pm
by Amuscaria
Cutmanmike wrote:MAP10 has no weapons near the start, thus killing co op
The old map10 is scrapped. I'm working on the new one. And I have voodoo dolls because Ep1 is all in Boom-format. i never converted them becaue i would have to redo all the tagging and line specials if I turned the map to Zdoom-Hexen. Unless there is a program that does it for me, i dont intend to change the format.

Posted: Tue Oct 24, 2006 12:15 pm
by Necromage
You can try zwadconv which you can get here. I don't know how well it works for boom, if at all, though.

Posted: Tue Oct 24, 2006 12:31 pm
by Cutmanmike
It should convert any wad.

Also i'd like to say the combernation thing in map11 is horrible to understand.

Posted: Tue Oct 24, 2006 12:49 pm
by Amuscaria
Cutmanmike wrote:Also i'd like to say the combernation thing in map11 is horrible to understand.
This is true. lol XD I should give out some clues in the map. Not sure how. But was designed to be the challange for the yellow key area. You'll have to put it on a piece of paper.

Posted: Tue Oct 24, 2006 12:53 pm
by Phobus
If that's the 9 switch puzzle, I'll agree that I hated that, and it was a total fun killer.

Otherwise, the wad was great (for me, anyway).

Posted: Tue Oct 24, 2006 1:50 pm
by Cutmanmike
One more thing. I was able to get the blue skull key when I wasn't allowed to. Also, the red didn't block me from the start (unless my friend managed to find out how to deactivate the blocking, but it was really early in the level).

Btw, one thing you should know. You can crouch and get stuck in various glitchy places. You might want to disable crouching in the MAPINFO or something.

Posted: Tue Oct 24, 2006 2:23 pm
by Amuscaria
Cutmanmike wrote:One more thing. I was able to get the blue skull key when I wasn't allowed to. Also, the red didn't block me from the start (unless my friend managed to find out how to deactivate the blocking, but it was really early in the level).

Btw, one thing you should know. You can crouch and get stuck in various glitchy places. You might want to disable crouching in the MAPINFO or something.
The red isn't supposed to block you. As for the blue, i think you can run a command in the console and disable it. I really can't stop people from purposefully disabling scripts and trying to find various ways to get stuck. I'll disable crouching on all DE-maps until episode 3. Thought i doubt it wil help very much. Thanks for testing the multiplayer though. are there maps there are too hard? I've already made it a bit easier than the original, but still.

Posted: Tue Oct 24, 2006 2:31 pm
by Cutmanmike
For co-op it isn't too bad, but I think in single there'd be too little ammo. Also, about that blue key thing, we didn't disable it. We were able to get it even though it was blocking us.