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Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sat Dec 01, 2012 11:21 pm
by SpiderFighter
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JohnWordsworth wrote:Glad the notes were useful SpiderFighter. Would be happy to play through again / finish the map if you can fix that pesky bug :p.

Re: Ogre: Not obscure at all, I really like that bit. I was referring to a little bit at the end of that area though - after you've jumped down the pit to kill the Ogre (which I like), there are a number of secret buttons. I'm sure I pressed one, then a second, then a third and there was a locked gate. I walked up to it, couldn't figure out how to open it - but then after spinning around and looking for a secret button, it was already open when I faced it again.
Hmm. I was hoping the view of the ogre through the window would hold your attention. I'll have to think on this. I can't use a portcullis, because he'll just face you and stand there. Oh wait...I think I can make this work better. I'll have to experiment with something and get back to you.
JohnWordsworth wrote:Re: Teleporter Maze: Ahhh, I see what I did wrong. I personally think it's more logical to have it so that you have to ensure that you are always facing south when you press a teleport button. Easier, but not too easy I don't think (you still have to figure out that you don't always end a teleport with the same facing). Also, a Compass would make that bit a lot easier than tabbing to the map every time. Perhaps you could give the player a compass right back at the beginning of the map (early enough that they think it's a red herring, but then it's useful later).
See, I thought that might be too obvious, but I'd rather have the player not get frustrated. In any case, even though I like the idea behind the puzzle (although I hated every minute of building it), it's an easy thing for me to change. What good is a map if nobody wants to play it? :)
JohnWordsworth wrote:I definitely liked some of the sneak attacks (it seemed fair when there was an obvious opening for where it came from behind me - even if I didn't notice it before the attack), there were just a couple for me that felt like they just teleported in behind me (like playing Doom). That one that got me at the end for instance, seemed very well placed (as I could see the wall opening up behind me if I turned around).
Oh, I think you misunderstood me. :) I was joking. You were completely right to call me on the sneak attacks. Sometimes I forget it's not 1995 any more (I blame the old-school feel of LoG). Yeah, that's it..
JohnWordsworth wrote:Sorry, forgot about your PM re: multiple patrols. Have just reloaded and added another video for what happens when it all starts to go wrong, incase it helps. Note: before I enter that room, I have 2 patrols acting normally. When I come out - there are 3 in the cell, one frozen, one acting normally and 1 acting crazy (plus the additional patrol that's spawned outside of the cage to attack me).

Video of Glitch in Action (please wait 5 mins for it to upload to DropBox).
I still can't download the video, but I understand what you're saying. I just wanted to make sure you were both crashing for the same reason and, from your description, I'd say you are. I'm going to see about getting this fix done right now, while you're both still around. It makes things difficult, not being to replicate it on my end.

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sat Dec 01, 2012 11:25 pm
by SpiderFighter
Xanathar wrote:
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There's a torch on the wall in front of you when you start.
Yes, of course, but if you get down the pit without one you have to reload (as far as I can see, I might have missed one). In the old version there was a handy hidden alcove with a torch inside for this purpose.
There is one down there. :)

[EDIT: There are actually six torches, but you have to get through the pit first. I get what you're saying, though. Since the whole theme of the downstairs has changed, I think I'm going to do away with that one-square-at-a-time thing going on, so it will be pretty much moot.]

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sat Dec 01, 2012 11:32 pm
by JohnWordsworth
@SpiderFighter: Would you like my save file at that point? I don't know if it's any use (you probably can't load it up in the editor), but you should be able to play that bit in the main game :).

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sat Dec 01, 2012 11:52 pm
by SpiderFighter
JohnWordsworth wrote:@SpiderFighter: Would you like my save file at that point? I don't know if it's any use (you probably can't load it up in the editor), but you should be able to play that bit in the main game :).
Thanks, but I have an idea of what's happening, now that you've managed to replicate it (before, it was only poor Ancylus). Could I trouble you both to give this file a shot, please? It starts you off at the end of the tele maze. On the ground are a wand and three power weapons. Just play the catacombs and up to the plate that opens that walls in front and behind you (where you've been experiencing the crashes). Feel free to dance on the plates. The secret wall still opens by itself;l I haven't fixed it yet. What should happen in the catacomb room:

1) The spider no longer spawns there (on purpose, this time!).
2) The soldiers still spawn outside the room (but there's at least a half-attempt at making it look like they came from somwehere, for now).
3) The plate(s) will delete the patrols inside the cell, activate a timer set for 0.5, which will in turn spawn new patrols. I hope this is the fix we've been looking for!

Thanks!

https://www.dropbox.com/s/vv1hkz4zr19fq ... nt_09d.dat

[EDIT: Just watched the video...that is so messed up!! :shock: ]

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sun Dec 02, 2012 12:12 am
by JohnWordsworth
Hi @SpiderFighter!
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Haven't made it crash yet - but I'm struggling to get in to 'that corridor'. I kill the bad guys in the first room, go through to the back room (with the key), and kill the Skeleton and Spider (I like the fact they now come out of a corridor). Then I grabbed the loot in the key room, but the next corridor then didn't open like it used too.
Zipped Video for Download (Uploaded apparently!)

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sun Dec 02, 2012 12:55 am
by SpiderFighter
JohnWordsworth wrote:Hi @SpiderFighter!
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Haven't made it crash yet - but I'm struggling to get in to 'that corridor'. I kill the bad guys in the first room, go through to the back room (with the key), and kill the Skeleton and Spider (I like the fact they now come out of a corridor). Then I grabbed the loot in the key room, but the next corridor then didn't open like it used too.
Zipped Video for Download (Uploaded apparently!)
Argh. Ok. I have to step out for a while, but that's kind of encouraging, right? lol

Thanks again to you both for your patience and wisdom!

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sun Dec 02, 2012 12:58 am
by Ancylus
Same here, I've tried many different tactics and timings, and haven't seen the bug appear, but can't access the next corridor either.

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sun Dec 02, 2012 1:26 am
by SpiderFighter
Ancylus wrote:Same here, I've tried many different tactics and timings, and haven't seen the bug appear, but can't access the next corridor either.
Yep. My dumb arse deleted the connector, thinking I was going to do something else.

I owe you guys SO big!!

https://www.dropbox.com/s/l6m7x2r08he8r ... nt_09e.dat

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sun Dec 02, 2012 1:53 am
by JohnWordsworth
Seems good this time :). I stormed through the dungeon for a couple more rooms (really liked one puzzle), but will play from the beginning with the next full version and continue my feedback properly :). I did notice something sticking through a wall though...
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https://dl.dropbox.com/u/6102574/descen ... h-wall.jpg
This was just before the room with the skeletons that shoot over the pits that keep opening / closing!

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Sun Dec 02, 2012 3:02 am
by SpiderFighter
JohnWordsworth wrote:Seems good this time :). I stormed through the dungeon for a couple more rooms (really liked one puzzle), but will play from the beginning with the next full version and continue my feedback properly :). I did notice something sticking through a wall though...
SpoilerShow
https://dl.dropbox.com/u/6102574/descen ... h-wall.jpg
This was just before the room with the skeletons that shoot over the pits that keep opening / closing!
Gotcha, thanks. Just before I uploaded the version earlier, I had been working on another room in that area, but deleted it quick once I realized I had uploaded the wrong map yesterday. Some of the lanterns got moved around; that's just the torch handle sticking out from one of them.

I'll have a new version up within the hour! Thanks so much...I can't believe we put this thing to bed!!

[EDIT: I'm tweaking things throughout the map, and I have a question for those of you who have gone through the tele maze: That ogre stomping around in the walls in the maze: Is it tension building, or just plain annoying?]