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Messages - MrCuddles

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Custom Maps / Re: [Level] Hammer Souls (Dark Souls rendition)
« on: February 18, 2014, 10:03:12 PM »
I wanted to try this but is there any way to use a download service that doesn't require you to sign up?

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Yea maybe I need to make the end a bit more hammerwatch like. At the moment it's just like in doom where you finish a level. No fireworks just a screen that tells you how many secrets you found :)

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Editor Discussion / Re: Doodad priority (overlap)
« on: January 21, 2014, 09:09:02 PM »
I had an editor faq in the beta, I should probably make a new one here with shortcuts and other things. My workflow is probably a lot faster than many others since I know it all...

This would be so useful and would really help people get involved in making maps. I wonder how many people have tried and given up?

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Editor Discussion / Re: Doodad priority (overlap)
« on: January 21, 2014, 11:32:10 AM »
You can copy and paste groups of doodads no problem but also if you select one doodad then hold ctrl and press a cursor key, it duplicates the doodad next to itself. This is really useful for building long stretches of wall for example.

I really think there is a great need for a tips and tricks/faq sticky post as there is so much stuff that is simply not documented. Does anybody want to volunteer with this? Do the guys who made the game ever post here?

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I just updated the map to fix a few bugs when secrets are revealed, and fiddled with the balance slightly (There are a few more valuables lying around)

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As a big fan of Doom and have thus played it a lot both then and now. It's pretty cool to see the tricks and traps level in this game.

Thanks for your kind words. Hopefully I can make it even better with Enjay's feedback.

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Thanks for your detailed feedback. I'd like to reply to all your points...

The level was fun, however as someone who's never played doom, and had no idea what the level being recreated was, there were parts of it that definitely seemed pointless, or just out of place. For example, there were all of those upgrades lying about, and although they may have been beneficial, they seemed pointless, as there was no build up through the level.
The idea is that the upgrades you find in the easier rooms allow you to complete the harder rooms, but maybe they would be better as valuables so you can buy upgrades rather than powerups. I'll give it some thought.
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At the end there was just a Skeletal Knight mini-boss, which I ran past to the exit for the win.
This is exactly like on the doom map, the goal is to exit the level and you can simply run past most of the enemies if you like. Completionists would enjoy killing everything on the map however I guess.
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Having so many lives to start off with (It seemed like 5 per player) meant the playstyle was essentially throw ourselves at problems until we overcame them, and the abundance of food also took away from the feeling of anxiety. That being said, the food was entirely necessary, because by the end we had eaten every piece of it, and were low on lives.
Maybe I need to make it harder by reducing the amount of food and lives?
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The use of invulnerability potions were interesting, and enjoyable,
Great, exactly as I hoped :)
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however since it gave extras so many extras (1 for each player in the bottom room, plus one more at the end of the acid water), when you only needed the one potion to get the key, and the other potion and get out, it essentially allowed for abuse of the potions. In my personal opinion, this is just a fault with invulnerability potions, as they are immensely broken in the normal campaign as well.
My playtesting had me constantly running out of inv potions but maybe that is because I was doing it mostly solo and it takes a lot longer to kill all the enemies solo. This is probably due to the fact that I haven't made a good job of balancing it for different amounts of players so far I guess. This is certainly something I can improve.
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The secrets in the level were also lacking, for a game that seemingly was focused on finding these secrets. My group found them all, but I honestly never felt like I found a single one. It's possible that I didn't, and my friends found them all, and didn't announce it, but there was nothing secret feeling about anything I encountered / opened.
This is actually a complaint I have with the main campaign too. When playing with 4 people all running around exploring I often found that I had no idea what secret had been opened and where it was opened from. Playing the game solo was much more rewarding in terms of secret finding. What probably happened is that your friends were opening up the secrets out of your view so you simply arrived to open secrets maybe? Playing through solo you should get a much better impression of the secrets. I am particularly proud of the work I put in to the way some of them work. If you have the time or inclination I would try it again solo and you might have a different impression.
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(Also, just as an over-all thing, the scripting could stand being cleaned up a bit, such as not requiring everyone to teleport, not requiring everyone to be present to win
As far as I know, this is not possible to do. I tried to make teleports affect only the person who activated it but was unable to do ss. This might be my ignorance though. I will investigate it further.
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, providing excess potions, even when only one person is playing, and so on)
This is definitely something I can change with improved scripting around the number of players present.

I am satisfied that you enjoyed it though and while there are improvements I can make I am comfortable that the main problems you have seem to be a result of the chaos of 4 player hammerwatch and therefore has something in common with the main campaign rather than something I have done badly.

Thanks so much again, I will release a new version based on your feedback too.

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Hi all. While this is not on the scale of some of the amazing work you guys have done, I am very happy with it. I have a full time job and a family to look after so I really had to fight to find the time to do this but I had a lot of fun doing so. The Hammerwatch editor is great fun to use (although it does have it's problems I guess) and I hope to do some more in the future.

  • This campaign is supposed to be reasonably hard and is ideally completed with one or two players.
  • This campaign will probably take you 30 minutes to complete once you have worked it out
  • Ranger is easy mode (as in the vanilla game).
  • There is an optimal path through the level where difficulty ramps up slowly and the upgrades you find allow you to take on the harder rooms.
  • However it is also possible to complete it very quickly once you know where the right keys are.
  • When you finish the campaign it will tell you how many secrets you have found of which there are 7 in total and the aim really is to find them all.

If you play through it and have any opinions please leave a comment here or on my blog post below. To get the map and read more info, please visit my blog here: http://www.lendmeyourear.net/hammerwatch-custom-map.html

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Editor Discussion / Re: Trap effects
« on: January 12, 2014, 10:18:06 PM »
got it thanks.

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Editor Discussion / Re: Trap effects
« on: January 10, 2014, 11:02:48 PM »
I don't see all these xml files in my editor folder. Do I need to unpack something first maybe?

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Editor Discussion / Re: Trap effects
« on: January 10, 2014, 11:09:46 AM »
In the next patch we have added a system to make your own "buffs" like the wizards combustion and his frost, these can be applied on both enemies and players and can be put on damage areas, projectiles, melee attacks. So a lot of what you want will be possible, although not the warlocks chain lightning.

Any update on this?

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While I have this thread open is there any way to select a doodad that is underneath another doodad without first moving the top level doodad out of the way?

The easiest way is to click the doodad on top, press the "H" key on the keyboard to temporarily 'hide it'. Select/adjust the doodad you wish, and then to bring back all
'hidden doodads' press shift+h. Let me know if that's helpful :D

very helpful thanks  8)

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Thanks this is a much better solution. For some reason I did not think of setting a variable I was approaching it from the point of view that I need to spawn the shape but of course I could have the shape there but inactive until variable condition is met.

Thanks for kicking me in the right direction.

So far I love this editor. It has some problems but is otherwise easy to use.

While I have this thread open is there any way to select a doodad that is underneath another doodad without first moving the top level doodad out of the way?

Thanks

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I want to have the player walk down a dead-end corridor, hit a button at the end. Then the corridor they just walked down has a doodad, shape and areatrigger added to it which teleports the player to another area.

I can work out how to spawn or show objects but not script shapes. Any suggestions on how to do this?

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