Thanks for the feedback!
I implemented co-op spawn points but I did not test it in co-op, glad to see at least 2 people played it that way.
At the beginning of the map, you're supposed to drive the boat around the map and shoot enemies using the boat turrets. It is possible to kill everyone without ever using the boat (or turret later on) but it is significantly harder. Now, obviously for co-op it is a bit stupid because there is only one boat.
As for weapons and supplies, accessible from the start in the main outdoor/underwater area are 3 shotguns and 2 uzis scattered all around, as well as 2 sets of sticky bombs, a semi hidden medipack, a hidden rocket launcher, and a whole bunch of ammo and health. Now though you have to explore a lot to find them, the entire underwater area is non mandatory but provides a lot of supplies. I understand however that in co-op it can easily be a problem, because you're more likely to want to quickly keep going than to explore in co-op, and I imagine it's going to be an ever bigger problem if you don't use the boat.
Besides I don't know how items work in co-op, do they respawn?
Basically what I'm saying is I made co-op possible but I never tested it and not much thought was put into it. I imagine it's even possible to sequence break parts of the map by jumping on the other player.
I did provide a side corridor near the corridor with traps, so that if you fall at the waterfall puzzle, you don't have to through the traps again.
There are also 2 other shortcuts in the game that appear once you get to a certain point, one just after the waterfall puzzle, when you activate the moving sectors used to jump to the next cliff; and one after the turret section.
But for the waterfall puzzle, the idea was that there was supposed to be some kind of punishment for failing.
Didn't know that, again because I didn't test it in co-op. I'm thinking it could be an engine thing though since I don't think the effect was used like that in the original game.
Killing the boss in a usermap doesn't trigger the ending, nor can you trigger anything upon an enemy death. So I had to provide an exit switch somehow, so a slow time based door seemed like the best solution. You're forced to fight the snake at least for some time even if you want to press the switch without killing it.
Yes framerate drops in DOSbox in the main outdoor area. Now though, I don't know if it would drop like that when playing in the actual DOS with a decent computer of the time.
I did make the map with DOS(box) primarly in mind, since I am satisfied neither with SWP nor with Redux, and I thought framerate was tolerable even if not perfect. But then again, it might be dropping more or less depending on your specs and on your DOSbox config.
I don't think I'll ever make another SW map, but I still want to make a map for Blood one of these days. ATM I'm working on another Build mapping project that's neither DN3D, SW, or Blood; and it will blow your mind but shhhh it's a secret.
Quote from: Fernando on 02 May 2016, 02:03:47
The level itself was pretty much confusing, we explored for a long time without knowing where to go and with a huge army of enemies at our toes with very low ammunition. It was quite hard to find at first a few weapons to fend ourselves. It was only after we grabbed the silver key that progression was simplified, but often than not we died several times throughout the level due to lack of weapons.
I implemented co-op spawn points but I did not test it in co-op, glad to see at least 2 people played it that way.
At the beginning of the map, you're supposed to drive the boat around the map and shoot enemies using the boat turrets. It is possible to kill everyone without ever using the boat (or turret later on) but it is significantly harder. Now, obviously for co-op it is a bit stupid because there is only one boat.
As for weapons and supplies, accessible from the start in the main outdoor/underwater area are 3 shotguns and 2 uzis scattered all around, as well as 2 sets of sticky bombs, a semi hidden medipack, a hidden rocket launcher, and a whole bunch of ammo and health. Now though you have to explore a lot to find them, the entire underwater area is non mandatory but provides a lot of supplies. I understand however that in co-op it can easily be a problem, because you're more likely to want to quickly keep going than to explore in co-op, and I imagine it's going to be an ever bigger problem if you don't use the boat.
Besides I don't know how items work in co-op, do they respawn?
Basically what I'm saying is I made co-op possible but I never tested it and not much thought was put into it. I imagine it's even possible to sequence break parts of the map by jumping on the other player.
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I have to admit, it's great to have a new map with several puzzles which do not stray from the classic SW style, but a puzzle we didn't like at all was the waterfall one. We fell a lot of times through the water only to retrace steps and waste a significant amount of time retrying. If only there was a possibility to return faster to that area. It was quite a pain in the ass to retry that many times because we fell and wasted time in hopping back to the area.
I did provide a side corridor near the corridor with traps, so that if you fall at the waterfall puzzle, you don't have to through the traps again.
There are also 2 other shortcuts in the game that appear once you get to a certain point, one just after the waterfall puzzle, when you activate the moving sectors used to jump to the next cliff; and one after the turret section.
But for the waterfall puzzle, the idea was that there was supposed to be some kind of punishment for failing.
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One rather peculiar, but strange, oddity was that stepping on a platform while moving it killed the player rather viciously. I don't know if it's anengine quirk or a tag you missed, but still it was quite fun accidentally killing my friend while he was stepping on one platform.
Didn't know that, again because I didn't test it in co-op. I'm thinking it could be an engine thing though since I don't think the effect was used like that in the original game.
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When we faced the serpent god, for some reason or another, the exit revealed itself during the battle. Perhaps it was meant to be opened after the boss was supposed to be defeated, but every fan of SW knows how difficult is to map for this game.
Killing the boss in a usermap doesn't trigger the ending, nor can you trigger anything upon an enemy death. So I had to provide an exit switch somehow, so a slow time based door seemed like the best solution. You're forced to fight the snake at least for some time even if you want to press the switch without killing it.
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But despite all the good and bad I ranted up to this point, the biggest complaint we have is its poor performance on DOS. We are pretty much sure you did not map for the original DOS version of the game, but rather for SWP or Redux. Having many sectors at view is something no mapper should do in BUILD, since the engine is incapable of handling a large amount of sectors at a time, so pretty much open areas are a bad idea.
Yes framerate drops in DOSbox in the main outdoor area. Now though, I don't know if it would drop like that when playing in the actual DOS with a decent computer of the time.
I did make the map with DOS(box) primarly in mind, since I am satisfied neither with SWP nor with Redux, and I thought framerate was tolerable even if not perfect. But then again, it might be dropping more or less depending on your specs and on your DOSbox config.
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You should really keep mapping for Shadow Warrior, and really try mapping for Blood. And don't get distracted if Blood is slightly harder to map due to the different approach in effects and tags.
I don't think I'll ever make another SW map, but I still want to make a map for Blood one of these days. ATM I'm working on another Build mapping project that's neither DN3D, SW, or Blood; and it will blow your mind but shhhh it's a secret.