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Messages - ChrisN

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31
Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [WIP]
« on: September 17, 2014, 08:49:52 AM »
Awesome! Looking forward to try this! :)

About the spawn issues, I think it would be wise to design it in a way that lag issues won't appear at all. Maybe trying to reduce the spawnrate och replace with stronger enemies?

32
Hammerwatch Discussion / Re: Custom Maps & Pubs
« on: September 14, 2014, 09:19:27 AM »
I guess for your first question is that most people don't bother to look at workshop. After some players have played through the campaign some people get enough. While more experienced gamers might look around the workshop in search for more challenges.

For your second question: Only the host needs to subscribe the map through workshop and everything should run smoothly :)

33
Hammerwatch Discussion / Re: STEAM vs. DRM Free version?
« on: September 13, 2014, 04:33:57 PM »
I would recommend using the steam version because most maps will be uploaded through workshop. But the original campaign is same as the DRM free version.

There are a few downloadable maps here at the forums but it is easier using the workshop feature.

Also: you will be able to find the Desert Campaign Beta in steam.

http://steamcommunity.com/app/239070/discussions/0/35221584350690979/

ps: The desert campaign is harder :)

34
Hi guys!

I just wanted to hear out what you all enjoy using in HammerEditor and/or what you guys feel could be improved upon on or is missing to be a better tool for you?

I like how how easy its to setup a room and fill it with monsters and making gates/keys to get a level working. To make simple level with simplistic logic goes very fast

Something I think that really is missing is a tree-branch system similar to this inside the tabs. (image below)



So it gets easier for modders/me to organize assets.

But what do you guys think?

Ps: if anyone has already mentioned a tip to the other developers but it is still missing from HammerEditor. Go ahead and post the feedback anyway. It can be interesting for everyone to see ideas

35
Editor Discussion / Re: Paladin Textures?
« on: August 01, 2014, 08:38:46 AM »
If you follow these steps you will be able to unlock all the assets in the game =)

http://hammerwatch.wikia.com/wiki/Folder_Setup/Asset_Additions

36
Custom Maps / Re: Starwatch (WIP)
« on: July 27, 2014, 07:59:44 AM »
Wow, real nice with all these star wars assets!  I am eager get my hands on the full game, keep it up!

I think both ideas Vader/Sith or the AT-AT is all good. But I think its most important that you consider which one you will be able to make as diverse and fun in a boss fight.
Most importantly, will you be able to script the sequence? Both options you named have tons of potential!

Ps: I like the ideas that you have the imperial cargo ship as a spawn unit for stormtroopers! smart!

37
Custom Maps / Re: The Space Ace
« on: July 18, 2014, 04:12:07 PM »
Thank you for the kind words shiftyBOT! :)

I am definitely gonna lurk this thread and see if anyone is willing to continue this concept! :D

38
Custom Maps / Re: The Space Ace
« on: July 18, 2014, 11:01:05 AM »
[SOURCE]

Before hipshot posted the space game here at the forum I made some work-in-progress ship designs for the characters and also had time to implemented a ranger spaceship with a star wars-ish laser projectiles.





(the forum pictures are enlarged)

Go ahead and use the assets if someone is willing! =)

39
Resources / Re: [Taking Requests] Rook's Sprites
« on: July 16, 2014, 08:52:02 AM »
I liked the caped armour! I can already seeing it floating around in a dungeon!

I noticed a thing that you should fix to make it consistent with hammerwatch.

The light direction on pretty much everything in the game comes from the left/above and slighlty front. [PICTURE FOR REFERENCE]


This rule can ofcourse be broken but in most scenarios it should be applied.
Your characters look good already but changing the light direction will make your art fit perfectly into Hammerwatch :)

Here is also a light direction template made by hipshot



Might come to help if you are making a new kind of character!

40
Custom Maps / Re: [RELEASED] - Ravenwatch - Act 1 BETA - 0.17
« on: July 10, 2014, 11:52:15 AM »
Great work, Heretic!

Its amazing how much art assets you have been able to produce for this campagin! As hipshot mentioned: me(paladin) and hipshot(wizard) decided to play through the campaign and noted some issues/suggestions that could be added.

Graphical errors



This bridge area somewhere around the beginning is layerd above the player somehow, thought a screengrab could show you. Also the rain has a purple dot tiling all over. I have marked a circle around it, should be easy fixes! There were also a few unimportant issues such as collision was to big for entrances or enemy characters collisionboxes should be larger.

[-SPOILERS- WITH PICTURES STARTS HERE]

Other issues



As hathunter and hipshot mentioned eariler: where crows starts to spawn beside the hand maze a insane lag hit our computers. I think its because there are way to many actors, maybe you could separate these parts more to avoid the lag?



The spiderboss got stuck in one of the pillars which made it super easy for hipshot to take the boss down, I know its a pathfinding-myran-issue because the actors sometimes get stuck in corners but maybe there is another way to design that area with no pillars or emerging pillars like the queen boss? Maybe there is another alternative?

[SPOILERS WITH PICTURES ENDS HERE]

But we had a blast playing it through, finished it in about 2 hours and 10+ deaths, many interesting new enemies and I am looking forward to playing act 2!

Ps: I really liked  the handgrabtraps aniamtion!

41
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: July 04, 2014, 01:53:15 PM »
Ah, I know we did not finish the puzzle because one was in the steel maze which we ignored after losing loads of lives, I guess we have to get back there to finish the game :P

Thanks for reply!

42
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: July 03, 2014, 11:51:59 AM »
Wow, this campaign was really good!

Me(paladin) and hipshot(wizard) played it in 2,5 hours and once we came through the easier area it was a real blast! The game has a real nice difficulty curve with just the right amount of difficulty when playing two player.

I have not played the original Hexen but hipshot has played it 15 years ago and he didn't remember all of the map either. nontheless, the port was great!

Spolier alert : // STARTS

As we came closer to the end of the game destroying all levelprogression statues/walls/gears we were not sure if we had won the game because the main hub is called Seven portals but we couldn't locate the last exit portal(?) even though we all the progression items were destroyed.

Did we miss something? I assume there must be a end screen we didn't reach.

Spolier alert : // ENDS

The only critic I have is that some textures feel very flat or walls that have missing corners, some characters have different pixel resolutions which could be improved upon so the all have a the same consistency.

ps: these skulls freaked hipshot out, great stuff


pps: We hope you will be able to add this map omtp steam workshop, so more people can enjoy this map!

43
Custom Maps / Re: [CAMPAIGN] Dingovania
« on: June 27, 2014, 08:11:55 AM »
I want to know more! :D

44
Hammerwatch Discussion / Re: New Player Question
« on: May 30, 2014, 08:15:57 AM »
You can either play singleplayer or you can go mulitplayer.

I would recomend playing with a friend or two. You can play the game local(playing on one computer) or you can play through network (one computer per character)

You will get the option to choose in the menu. (picture below)




Hope that answers your question!  8)

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