Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - hiiplayhw

Pages: [1]
1
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 27, 2015, 06:24:07 PM »
Thanks for the clip! I see what you're saying. It's just what I described, but strangely I didn't have any syncing issues until entering the 8th floor and going back to the 7th floor. I assume you have not yet entered/cleared the 8th floor yet? Are you and your friends playing on the original version, or the updated version? The most recent update will not allow you to leave the 8th floor until it is finished, and you can't enter the 8th floor until you have finished the 7th floor part in question from your clip.

Is the line that's off/closed still killing you?

2
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 26, 2015, 04:26:58 PM »
Hello,

Thanks for the message. Any chance you can explain a little more of the timing or make a short youtube clip of it? It may be the same bug I experienced when entering floor 8 and then going back to floor 7, but I have never seen it occur prior to entering floor 8 after many tests. Those spikes should be 3 on and 1 off, or all off, at any given time. 

3
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 21, 2015, 12:15:31 AM »
I can empathize with your criticism, and if you want to down vote something because it's too hard, go for it. My roommates and I enjoyed the difficulty of the map as-is, and it was an ongoing design process with them testing it. It's too bad you won't finish it, but it might also be a good thing you stopped where you did. :P I might consider making a 'lite' version once everything else is updated, removing the narrow spike level and certain amounts of mobs, but the subsequent floor would probably stay as-is and I may remove the 'good' ending.

The problem with the fire was that it was initially lower damage, but it gave the paladin enough time to dash through some length and survive to, say, skip the last tile or two and hit a checkpoint (which I wanted to avoid on non-local multiplayer since he could leave the rest of the party behind on a certain level). I might drop the damage on the 2nd update slightly lower, but it might not be enough to avoid the almost-guaranteed death.

4
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 18, 2015, 07:38:31 PM »
My roommates had trouble with it until they used the D-pad instead of an analog stick. I recommend doing the same.

5
Technical Support / Re: Music begins overlapping
« on: July 11, 2015, 06:31:30 PM »
For anyone having issues with overlapping music in your own maps, one workaround that seems to work every time is using a PlayMusic script set to the music "none" *prior to switching to the next level*. E.g. Trigger "none" just before players enter a LevelExitArea. You can trigger new music immediately upon entering the spawn point of the next level. Triggering "none" on the same map was still not guaranteed to work when starting a new song after "none" in the same map. I don't know why.

Despite some small awkward silence in some moments, this seems to prevent music overlap that happens randomly when trying to change music in one script chain, e.g. music1 --> none --> bossmusic; music1 --> bossmusic; etc.

Hopefully the small nuance of what I am trying to say makes sense.

6
Custom Maps / [CAMPAIGN] The Ascent
« on: July 11, 2015, 05:53:42 AM »
Hello,

I am releasing my map. This is not a 'balanced' map. This is a map of slaughter, destruction, and many "I CAN'T EVEN SEE MY CHARACTER!" moments. Traveling through the five areas will hopefully give between 1-2 hours of play time on medium difficulty (2-3 if playing local co-op). This map is most fun when played with one paladin (REQUIRED), and 1-3 non-paladins.

After playing it with roommates twice, I think it's fine to release it. The map was designed with local shared camera and respawn mechanics in mind, but it should be playable online as well. There is purposely a ton of money so that you can 'level' fully at nearly every bonfire. Team work with paladin is designed to be necessary on local multiplayer, though certain parts will probably be null in online multiplayer.

You will die. A lot. I recommend the double lives perk. Zerg rush is a legit and hilarious strategy in this map. Turn it into a simple game of which of your friends will die the least and it's a great time.
 
As a side note, it might not be clear to anyone who doesn't read the text of the first NPC that the upgrade areas in this map are bonfires (ala Dark Souls). Simply find one, stand by it, and open it like any other merchant. The first one is located by the first checkpoint you come across.

Special thanks to the creators of two mobs used in the map. They created the spider and ghost mobs. Also thanks to the creator of a trap tutorial map pack, which I used to learn trap design. All of these parties are from this forum, so if it was you, thank you. Finally, last, but not least, Kashlavor -- your thread, and specifically information about mob design, made my map possible. Making my first customized red bat was huge. 

Available in the Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=479488389

7
Editor Discussion / Taking player lives
« on: July 04, 2015, 12:21:46 AM »
Is there a way to change player lives count through scripting? I have a puzzle that is broken on lan due to the spawn-on-another-player. As a result, I need players to stay dead if they die in this portion.

8
Bug Reports / Re: Overlapping music
« on: July 03, 2015, 07:37:50 PM »
Bump for dev attention.

9
Bug Reports / Re: Overlapping Music
« on: July 03, 2015, 07:37:30 PM »
Bump for dev attention.

10
Technical Support / Re: Music begins overlapping
« on: July 03, 2015, 07:34:51 PM »
Man I posted this forever ago -- no one knows? I'm definitely not the only person this happens to (and it happens on multiple PCs I have used).

11
Technical Support / Music begins overlapping
« on: April 19, 2015, 06:41:00 AM »
Hello,

On my custom maps, music randomly decides to overlap when new music is introduced and another is playing. Sometimes it works correctly and correctly replaces the original song. Sometimes it simply overlaps and not even playing "none" will stop the overlapping songs from playing. Any ideas? Thanks.

12
Editor Discussion / Re: standard spikes
« on: April 02, 2015, 08:02:59 PM »
Thanks, but I think I figured it out. I didn't change anything (that I know of) and now I die instantly every time.

13
Editor Discussion / standard spikes
« on: March 31, 2015, 02:07:06 PM »
Hello,

I am making a minimap for my friends. However, when I try to use a 999hp dangerarea and a shape for spikes, it seems like it temporarily deactivates when I die to it (I know this from starting at camera and repeatedly walking through it). How can I fix it? Even when I set the frequency to 10, there is a huge gap and I can walk across an entire spike tile without dying. Also, is there any way to cover a large area of spikes with a dangerarea at a time, or do I have to make numerous small shapes? Thank you.

14
Resources / Re: [WIP][Tool] HWSEdit - Hammerwatch Save Editor
« on: March 06, 2015, 08:52:55 PM »
Hello,

Would you please post a compiled version that has the updated character editor? I have hopelessly wasted a good hour and a half trying to figure out how to install ant, git, etc. to compile it myself, but I've given up as there are just too many confusing install guides for someone with no knowledge of this stuff. Thanks.

Pages: [1]