Hi Leela! WooF!
Welcome back and great to see you.
£éè£å-(DOG)- wrote: ↑Mon Nov 19, 2018 7:59 am
F.e. ZM3Signal, in this map it was very difficult to leave the starting area. Many players simply didn't know what to do there. For example, they attacked the Skaarj right when he showed up, without knowing, that the Skaarj is needed to shoot the first globe, or they played aimless around with the mirrors.
Indeed and this can cause unnecessary player frustration when 2 players know what to do and more join who don't. For example telling players not to touch the mirros or not to shoot that skaarj often just doesn't work well, because let's be honest, most players don't like being told not to do something and I can't blame them for that, or they just leave in frustration, which is why these maps have had some heavy testing over the past months, before being added to the XPerience server. It is a sense of great achievement though when the mirrors are aligned properly and the staircase rises (then descends) to the next part of the map; almost a "Eureka" moment.
£éè£å-(DOG)- wrote: ↑Mon Nov 19, 2018 7:59 amAlso the mirrors are real killers. I can't tell how often I got killed by them.
I have already created a ZM3Signal_NPF for this very reason, now the mirrors give zero damage, which at least gives people a much better chance of proceeding.
£éè£å-(DOG)- wrote: ↑Mon Nov 19, 2018 7:59 am
There is also an error with the third mirror. This one is not aligned correctly and its shot does not hit the globe. Luckily it can also be done with the second mirror, otherwise the map would hang here.
Indeed! In fact only 3 mirrors are needed to complete this area.
£éè£å-(DOG)- wrote: ↑Mon Nov 19, 2018 7:59 am
...... the end in ZM4Vulcan is insane. If I remember correctly, in the lighthouse there are 8 switches to do in a certain order to open the exit door. The problem is, when you make one mistake in the order you have to start again with the first switch.
Yes, this puzzle is actually fairly easy, but as you say, it is very time-consuming, especially if another player randomly/purposefully presses another switch! When that happens it can be a real GGRRR!
£éè£å-(DOG)- wrote: ↑Mon Nov 19, 2018 7:59 am
And if that is still not enough, on each mapstart the order is different.
When we played this map back then we marked the switches with flags, for each number one flag, go figure.
Hehe, well we have been using seeds for that, planting 1 seed at the top of the steps near the "1st" switch and planting another halfway round to indicate the "5th" switch. The 8-digit code actually
always starts with a 7 or an 8, so that's at least a good start.
£éè£å-(DOG)- wrote: ↑Mon Nov 19, 2018 7:59 am
For the problem with some files, which are seemingly not allowed for download, you should check them with a hexeditor.
I had already done that (thanks strategy-(DOG)- for the German Hex-editor, I learned some new German with this!) but I thought that a new unique identifier (GUID) would be created if I altered it and would potentially cause conflicts for people who downloaded it from Newbies then went to join the same maps on Zora's server, so I proceeded with caution, because as Zora mentioned in her email :-
"The least thing I want by you editing my maps, is that players get a version mismatch when joining my servers."
But as you say if.....
£éè£å-(DOG)- wrote: ↑Mon Nov 19, 2018 7:59 am
You can do that without the risk of a file mismatch after that.
.... then great news! Thanks for that clarification, I feel much happier to proceed now and add them!
There is one map that still concerns me Leela (for COOP play anyway) and that map is ZM4AncientWorld. I have tested this map a lot with Missionary who can confirm this problem. It seems that when the end of this map is hit, it crashes the game for everyone who
didn't hit the end teleporter. Any help with this would be most appreciated, because it is basically now the only reason why these maps have not been already added. This problem has me scratching my head.
Another slight issue with this map (for COOP anyway) is that the players purposefully start this map with no guns because it is Nali settlement with no bad guys, but of course with the spawner running and no guns, this can make it very interesting indeed.
Best wishes to you and hopefully might see you on the Christmas server soon where one of your favourite songs is embedded in one of the "Christmas" maps! Wow, that seems so long ago now when you helped out with the zoneterminalvelocity issue on that map.
How time flies!
WooF!