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The scene design feels very empty, and it doesn't seem like a place where there has been any human activity. Additionally, the excessive path branches are confusing. Some paths are obscured by trees and bushes, making it hard to navigate and causing confusion. The final laser device feels really out of place because it doesn't match the map's theme. It would be better to design a rolling door that triggers a horde instead.
but its just another normal campaign thats just not great but also not bad
I'll imagine anything above Normal will be very painful
3\10
But there are some problems that affect the gameplay, some are quite fatal. I've tried to fix the problems that I found, and, if possible, it would be best if you can release a new version of this campaign to solve them all in one.
1. Missing stringtable dictionary
Stringtable dictionary of map 4 and all versus maps are missing. This causes random crash of the server when there are new players connect during others are playing.
This can only be fixed by regenerating the stringtable dictionary of those maps and release a new version of the campaign.
2. Survior Spawns In Wall
The `info_player_start` and `info_survivor_position` origins are set in the floor of the initial checkpoint room of map 1. Sometimes survivors will be spawned under the room and there is no where to go.
This can be temporary fixed using a Stripper:Source map configuration file deploy on the server.
The intro of map 1 will stop running after round restart, making the game unplayable. That is because of a `logic_auto` entity in the map which stops the `func_tracktrain` entity used by the intro. Removing that behavior solves the problem.
This can be temporary fixed using a Stripper:Source map configuration file deploy on the server.
4. PLAYER_START Without CHECKPOINT
NAV areas marked with attribute `PLAYER_START` in map 1 are not marked with `CHECKPOINT` attribute, thus survivors are spawned in a non-safe area and infected may start spawning during the intro (depending on the server infected initial spawning timer settings) and hurt or even kill the survivors.
This can be temporary fixed with a new NAV file deploy on the server side which marks the area properly.
modify:
{
match:
{
"hammerid" "27413"
}
delete:
{
"origin" "-13454 11402 272"
}
insert:
{
"origin" "-13454 11402 300"
}
}
modify:
{
match:
{
"hammerid" "90199"
}
delete:
{
"origin" "-13528 11420 264"
}
insert:
{
"origin" "-13528 11420 300"
}
}
modify:
{
match:
{
"hammerid" "107284"
}
delete:
{
"origin" "-13526 11368 264"
}
insert:
{
"origin" "-13526 11368 300"
}
}
modify:
{
match:
{
"hammerid" "107286"
}
delete:
{
"origin" "-13468 11366 264"
}
insert:
{
"origin" "-13468 11366 300"
}
}
modify:
{
match:
{
"hammerid" "107288"
}
delete:
{
"origin" "-13472 11420 264"
}
insert:
{
"origin" "-13472 11420 300"
}
}
modify:
{
match:
{
"hammerid" "45597"
}
delete:
{
"OnMapSpawn" "camera_trainStop0-1"
}
}
Actually, I never meant to do this campaign pretty. This was my first real campaign that I did without planning it. I was making it while I was planning it. Especially, the final was suppose to be more like a challenge. Thanks to everyone for playing this campaign and giving me feedback! :)
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Okey, I'll try that then to mute sounds. We'll see what I come up with the lightning.
But thanks for good tips!
Lighting: Make sure when you are building/testing compile to set: Run VIS to Fast, and Run RAD to Fast. It still takes a long time, but it will be faster, and will give you the general idea of how things look. You only need a full compile when you are almost finished and ready to make a map public. Good lighting is lots of work but really helps.
Safe Rooms have very special rules on how they operate and what the Director will spawn in them(and you have to trust the director, force spawning generally doesn’t work).
Entity: Info_zombie_spawn
Name: (give it a name so you can send an input)
Population: witch
Leave everything else alone. Map has walking or sitting witches by changing the time of day in the Map tab.
Make something to trigger it (like a trigger or relay or auto_logic). Send the command: OnTrigger
(Name of info_zombie_spawn)
SpawnZombie
Boom you have a witch. You can spawn as many as you want. Ex: Hard Rain level 3
Entity: Info_zombie_spawn
Name: (give it a name so you can send an input)
Population: tank or river_docks_trap
Offer Spawned Tank to PZs: Yes or No (for Versus only)
OnTrigger
(Name of tank info_zombie_spawn)
SpawnZombie
I'm bad with decorating. If you noticed, there isn't this "junk" on paths like jars or cans or dumbsters. So I wouldn't know how to make buildings look more realistic. Same with stairs. I should pay more attention to them.
I will take a look at the navs too.
And those instant-deaths. Maybe reduce some of them. And I have to admit that I'm very bad with the lightnings. I've never really spent time with the lightning because my computer takes too much time to compile with vvis and rad so I haven't saw it like a thing to spend time with.
But there is no specific command to decide specific spawning points for witches and tanks because THREAT marks doesn't seem to work.
->
Anywhere in the nav marked NOTHREAT makes it impossible for the director to spawn a random Tank or Witch (but ones you command to spawn will still appear) in that section of nav when deciding where to place witches. Marking it NO_MOBS prevent all infected spawning.
You can also write a script to turn off witches or tanks or both, then have a trigger tell the director to run that script.