![]() Due to similarities with another of Messatsu’s mods, I will refer to this version as RageBotApoc. Messatsu’s BotApoc is similar, but at the same time adds new features and modifies others. There is a real sense of challenge here, as the bots tend to group up and destroy players when given the chance. The leader wins when he or his bots eliminate the players. The players win when all the bots and their leader are eliminated. The bots are randomly assigned at the start, and all the bots will be of the same robot. The mode is played in Team Last Man Standing and it features two teams, one full of players, and one full of bots with a bot leader. Sick Sad World’s BotApoc is the ‘true’ BotApoc Savior and T’s Inventions hosted way back then. Sick Sad World’s original modification was finished and released in early October, with Messatsu’s mod being released at a similar time.īut that is enough about what happened, how about a slice of what’s happening? The mod split in two a while after coding began due to a “glass ceiling”, which saw another modder, Messatsu, creating the same mode with a few key differences. A community modder called Sick Sad World begun coding the mode, which was an attempt to “automate what they had done manually”. Back then the mode would be run by hand, with the host adding bots and moving players as required. Often referred to as BotApoc, the mode was first created by SaviorSword in his custom server. My first post on this blog is about one of personal favourite community-created modes, Bot Apocalypse. I was assigned to this position following the departure of SmashBroPlusB, and also because the blog has not been updated for almost two months. If not, then I am an old community member who has played since the SGC Demo and has modded since 2010. Consistency, you know? I’m Yellow Devil, you probably know me. ↳ Dr.I am going to introduce myself in the first paragraph of my first blog post like the two before me did.Oh, and the mapping part of the project has a name: Parallax I want to reverse the progression of the space station map, so that the player is starting from the original exit point and returning to the original start point. I am considering creating a small map to which you'll go if you find the secret exit in the first map.Ĥ. The normal exit in the first of the 2 maps will take you to the second map (the massive space station).ģ. I want to remove the DooM enemies and replace them with Half-Life enemiesĢ. These are the 2 maps in the stand-alone "Obliteration" chapter, and I'm proposing the following:ġ. ![]() I am considering re-purposing 2 of the "bonus" maps in Paranoiac. Map 32 (Xen Temple): This is a map set in the interior of a quasi-temple. All mapping for one of the craters is done Map 31 (Xen Space): This is a map set in 3 craters. Map 30 (Xen Space): All mapping had already been completed It, too, is built with 2 levels and the challenge is to make one level distinguishable from the level above. Map 29 (Space Station): I have Made some progress on the interior of the space station's "spindle". In other words, he would choke on the different Xen atmosphere, and his adventures would be brief, indeed. Rolf Bellmer or Gordon Freeman can jump around in Xen space with abandon, as they have their HEV suits (which, presumably, include self-contained breathing apparatus). The problem, however, is one of "logic" (if there is such a thing in sci-fi computer games). On a separate note, I considered making the Xen hub the one for the Otis Shift maps. ![]() Oh, joy! Imagine the fun I'm having inserting new sectors to be sandwiched between sloped 3D ceilings and sloped 3D floors, all with odd angles (making texture choices challenging). Second, the outer ring is virtually completely 3D, with sloped ceilings and floors, and having 2 levels. The execution of his map has proven to be a major pain in the butt-hocks for two reasons: First, it is a circular space station (more like a torus/donut) with a central "spindle" connected to the outer ring working with circular structures is always a challenge, because of the odd angles and linedef lengths/texturing. June 20: 2018: I have completed mapping on one Xen map, and have made reasonable progress on a space station map that will occupy Map slot 29, and will serve as a hub.
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