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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Sun Nov 21, 2010 3:47 pm    Post subject: Reply with quote
dopefish7590 wrote:
It was actually the first thing I did when I first started up the level... I guess I'll have to keep my eyes open for another secret.


There are actually TWO other secret areas to be found before reaching the invisible enemies, not including ones you've mentioned. One was mentioned by Lawstiker. It's a bit tricky to find (pushwall). Good luck.

-Mike
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Sun Nov 21, 2010 4:02 pm    Post subject: Reply with quote
Lawstiker wrote:

but so far i've been enjoying level 2 the most, and certainly just loved the idea behind the puzzle in the room with Scotts mystical head.


There are a few areas with Scott's Mystical Head. If memory serves me, I assume you're talking about the room with all the pillars and the rolling boulders. I'm glad to hear you didn't find it annoying. Smile

That puzzle is OK...but there are definitely some others I'm more proud of. I hope you keep playing.

Thanks again for the feedback. This is what I've been waiting years for. Smile

-Mike
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Tue Nov 23, 2010 3:59 am    Post subject: Reply with quote
Think I encountered one of those game crashing moments.

When I was playing on level two, and I was in the room before you get to the room with Oscuro key and the boulders, I got near the doors and Winrott started to lag, slow down and the music and sound effects became distorted. I can make it through the room, get the key, and leave okay, but this odd issue can show up and force me to have to shut Winrott down.
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Tue Nov 23, 2010 4:52 am    Post subject: Reply with quote
Lawstiker wrote:
Think I encountered one of those game crashing moments.

When I was playing on level two, and I was in the room before you get to the room with Oscuro key and the boulders, I got near the doors and Winrott started to lag, slow down and the music and sound effects became distorted. I can make it through the room, get the key, and leave okay, but this odd issue can show up and force me to have to shut Winrott down.


Hmmm, but the game didn't crash?
For me, that's what's most important.
Level two is one level I've never had a single problem with.

Having said that, I'm only testing using the original DOS version of the game. (I don't plan to try to optimize for other ports).
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MikeMiller

Joined: 22 May 2008
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PostPosted: Tue Nov 23, 2010 10:17 am    Post subject: Reply with quote
Lawstiker wrote:
Think I encountered one of those game crashing moments.


I should clarify that by "crash" I mean that the game exits to the DOS prompt with an error message from the game engine. Whenever I put "too much stuff" in a level, I get these types of crashes sporadically.

(Occasionally, also, the game will actually HANG, and usually gets stuck looping whatever sound it was making at the time. This happens rather rarely, and happens just as often in DARKWAR, HUNT BEGINS, and EXTREME ROTT, so it's not a mapping thing but a an engine or driver thing).
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dopefish7590

Joined: 06 Oct 2007
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PostPosted: Tue Nov 23, 2010 11:20 am    Post subject: Reply with quote
Yeah, your stuff crashes with the Icculus ports, not sure about WinROTT though. (Still many a problem after compiling) In the end, I could only get it to work with DOSBox and the original DOS version.
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MikeMiller

Joined: 22 May 2008
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PostPosted: Tue Nov 23, 2010 11:26 am    Post subject: Reply with quote
dopefish7590 wrote:
Yeah, your stuff crashes with the Icculus ports, not sure about WinROTT though. (Still many a problem after compiling) In the end, I could only get it to work with DOSBox and the original DOS version.


Any idea why?
Does it crash immediately, or just sporadically?

I have no idea what I could do about it.
Considering the maps works (reasonably well) in the original DOS version, I would consider it a bug in the ported versions that it doesn't work there.
No?
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dopefish7590

Joined: 06 Oct 2007
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PostPosted: Tue Nov 23, 2010 11:56 am    Post subject: Reply with quote
I understand what you mean, but it crashes immediately... Since you are running Linux, you should be able to compile a version of it from here: http://icculus.org/rott/

Just be sure to change rott/develop.h so that SUPERROTT is 1 and SHAREWARE is 0 before compiling.

If you have SDL development libraries installed, it should be just as simple as going to the source folder and typing "make" in your terminal.

Also, I played some more of your second level... (I play in short bursts)

I made it past that large room with the two flamewalls and the four enforcers... I made very VERY good use of my a firewall round. After healing up with the basin, I went to the next room (An "L" shaped room) and managed to do some really ninja stuff, I first used the jumppad, did an about face in the air and fired a firewall and got all the enemies. Found the pillar pushwall, used the jump pad again, and while in the air, aimed down and hit the barrels behind the spinning blades with a pistol, and then used the jump pad one more time and exited the room. I noticed a Firebomb in the last room, but I never needed to use it. :3
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MikeMiller

Joined: 22 May 2008
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PostPosted: Tue Nov 23, 2010 12:43 pm    Post subject: Reply with quote
dopefish7590 wrote:
Also, I played some more of your second level... (I play in short bursts)

I made it past that large room with the two flamewalls and the four enforcers... I made very VERY good use of my a firewall round. After healing up with the basin, I went to the next room (An "L" shaped room) and managed to do some really ninja stuff, I first used the jumppad, did an about face in the air and fired a firewall and got all the enemies. Found the pillar pushwall, used the jump pad again, and while in the air, aimed down and hit the barrels behind the spinning blades with a pistol, and then used the jump pad one more time and exited the room. I noticed a Firebomb in the last room, but I never needed to use it. :3


Are you sure that's the second level? I'm pretty sure that's the first level, near the beginning of it (right after the two big moving lava walls)...
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dopefish7590

Joined: 06 Oct 2007
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PostPosted: Tue Nov 23, 2010 2:08 pm    Post subject: Reply with quote
Gah, that's right... It was Hammer's levels that I beat the first level... Whoops.
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Lawstiker

Joined: 12 Nov 2010
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Location: Sol System

PostPosted: Tue Nov 23, 2010 2:17 pm    Post subject: Reply with quote
MikeMiller wrote:


I should clarify that by "crash" I mean that the game exits to the DOS prompt with an error message from the game engine. Whenever I put "too much stuff" in a level, I get these types of crashes sporadically.

(Occasionally, also, the game will actually HANG, and usually gets stuck looping whatever sound it was making at the time. This happens rather rarely, and happens just as often in DARKWAR, HUNT BEGINS, and EXTREME ROTT, so it's not a mapping thing but a an engine or driver thing).


Yes, the more I think about it that wasn't a crash, more or less winrott just started slowing down so bad that the program stopped responding.
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Tue Nov 23, 2010 3:04 pm    Post subject: Reply with quote
dopefish7590 wrote:


I made it past that large room with the two flamewalls and the four enforcers... I made very VERY good use of my a firewall round. After healing up with the basin, I went to the next room (An "L" shaped room) and managed to do some really ninja stuff, I first used the jumppad, did an about face in the air and fired a firewall and got all the enemies. Found the pillar pushwall, used the jump pad again, and while in the air, aimed down and hit the barrels behind the spinning blades with a pistol, and then used the jump pad one more time and exited the room.


Were you really able to use the jump-pad to jump all the way to the other side and over the spinblades to the door? i.e. you didn't have to jump up onto the moving GADs and let it carry you around?
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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Tue Nov 23, 2010 3:13 pm    Post subject: Reply with quote
No crashes for me yet though I have only played the first level a couple of times (forgot to save when my girlfriend came home!).

Lawstiker, how does it run for you in DOS ROTT? I never really trust WinROTT to not crash on it's own let alone with a mapset that really pushes the boundaries. I find WinROTT to be about as stable as a one-legged man in a log rolling contest... at least for me anyway. Smile
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dopefish7590

Joined: 06 Oct 2007
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PostPosted: Tue Nov 23, 2010 4:35 pm    Post subject: Reply with quote
Haha! Per-Scan, that analogy is hilarious. Very Happy

MikeMiller wrote:
Were you really able to use the jump-pad to jump all the way to the other side and over the spinblades to the door? i.e. you didn't have to jump up onto the moving GADs and let it carry you around?


Yep, I actually didn't notice the GADs until I had already flew past them. Try it, start a game as Lorelei Ni, and see how much distance you can cover with just one GAD.
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MikeMiller

Joined: 22 May 2008
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PostPosted: Tue Nov 23, 2010 4:41 pm    Post subject: Reply with quote
dopefish7590 wrote:
Yep, I actually didn't notice the GADs until I had already flew past them. Try it, start a game as Lorelei Ni, and see how much distance you can cover with just one GAD.[/color]


Very interesting. I never knew there was THAT much difference between the characters.

That adds a whole dimension to map building. I'm not sure which character I tested with (I think the tough, thick-neck burly guy), and he can usually "run" from one spot to another if there are no more than two empty grids between them. I know for sure that the character I tested with couldn't make that jump!
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