Haydee
Inferno
25 Comments
Mandz 3 Dec, 2019 @ 11:15pm 
Haven't finished it, but I just got past the bridge. I guess the issue people are having with the bridge segment is that the mechanics used in that room is not properly introduced (it's not something the original game did after all).

Just a suggestion: include a tiny room before the bridge segment that won't let you progress until you put out a flame by shooting it .
Mayo May~ 26 Oct, 2019 @ 2:13pm 
What happens after the bridge section? My game just crashed after.
A Entire Water 20 Jul, 2019 @ 7:41pm 
Awesome map! I like the effort put into it!
Also, I feel like that bridge room needs to be a little more obvious. I figured it out eventually, but I see others in the comments are struggling
Jenno 15 Jul, 2019 @ 7:28pm 
And that reason iiisss?
RoboFish  [author] 14 Jul, 2019 @ 6:24am 
You're given a pin-point accuracy weapon in that room for a reason
Jenno 13 Jul, 2019 @ 10:27pm 
when the fireballs knock down the bridge, the ones that come over seem to form a bridge made of fire, but the middle segment never forms. leading to a softlock
RoboFish  [author] 13 Jul, 2019 @ 8:04pm 
What about it needs fixing, exactly?
Jenno 13 Jul, 2019 @ 7:37pm 
Fix the collapsing bridge segment or your map sucks
RoboFish  [author] 30 May, 2019 @ 7:28am 
You're given a pin-point accuracy weapon in that room for a reason
NinjaProdBrasil 30 May, 2019 @ 7:18am 
So, the map ends on the bridge? Because I can not do anything, just die.
Limitlessman 26 May, 2019 @ 9:25am 
So original.
I see all work in this level. Good work Robofish.
Noire 16 May, 2019 @ 9:51pm 
Im making a map, and these things will be handy!
Noire 16 May, 2019 @ 9:50pm 
may I ask how do you make lava? (those lethal water)
__Лосяш__ 15 May, 2019 @ 4:12pm 
This map is crashing my game :/
Dankaar 15 May, 2019 @ 11:41am 
What you described regarding the launcher was not happening with me. It routinely took at least half a second for the glow to disappear, long enough that I had initially thought I either missed it or it needed multiple shots to take down. And honestly, the subtle change of the crosshair indicating a hit is easy to miss under time pressure and the fact the thing you're aiming at is glowing.
RoboFish  [author] 15 May, 2019 @ 11:30am 
It shouldn't be that difficult to tell if you've managed to hit a launcher.
The crosshair still shows a hitmarker and the bright orange in the middle disappears instantly.

If the pattern wasn't randomised, the section would become too easy, predictable and time consuming after the first success. You can always take at least one hit (Potentially multiple) and you have two seconds to shoot each launcher after they become vulnerable.

I'll be releasing the sounds for the Bots separately soon, I've just been largely unavailable after release and haven't been able to change anything.
I may be able to fix the loading time issue (Which should stop crashes) and the launcher timings will be adjusted to reduce overlap and keep them more restricted to their pattern.
Dankaar 15 May, 2019 @ 10:58am 
Beat it, and unsubbing.

Big issue with the 4th room is the combination of the launchers lagging to show that they're hit, the fact that you have barely a second or two to target them, that they don't fire in a predictable pattern, and that often two open up in quick succession (with one case where three opened AT ONE TIME) basically turns the level into a big luck-based one where you pray the RNG gives you a favorable fireball pattern while you spend critical time you don't have wondering if you actually disabled a launcher, or hope that you have while focusing on the next one.

As for me unsubbing... between the above issues with the 4th room, the fact that the bots are altered (meaning that even in the base game they'll moan and groan and give "magic" sparks when hit), and the fact that I have to remove almost all of my subbed map mods to even get this thing to play pretty much outweighs the otherwise good atmosphere and general gameplay/level design.
RoboFish  [author] 15 May, 2019 @ 9:10am 
You're given a pin-point accuracy weapon in that room for a reason
Dankaar 14 May, 2019 @ 4:44pm 
Ok, got this working, but I'm stuck at the triple platform area (4th room), with no idea how to proceed. None of the fireball-launchers are within jump range, and assuming Heartless' hint applies, the fireballs are NOT tracking me.
RoboFish  [author] 14 May, 2019 @ 4:00pm 
That is one of the rooms that normally takes a few seconds to load.
If it CTDs, then the most likely problem is that you have too many other mods installed and they're eating into the engine's memory limit.
Dankaar 14 May, 2019 @ 3:52pm 
The exit from the 1st proper room of the map (the room immediately after the one where you get the shotgun and ammo) is broken and causes a CTD. Are you sure that you linked everything correctly and gave the level it connects to a unique name?
Heartless 14 May, 2019 @ 6:58am 
You need to bait the fire balls and cross to the statue.Nice map a bit on the hard side at times :D
Corporatio 14 May, 2019 @ 5:49am 
unique but otherwise bad, what are you supposed to do in the bridge room??
Razyem 14 May, 2019 @ 3:52am 
very unique
Ascendance 13 May, 2019 @ 9:15pm 
Interesting, challenging and creative!