For the people that have problems making zones look at this tutorial:
whenever i compile my level it says missing "fraggrenade" how i should fix this???
Looks good so far.
Had a broken gun at the beginning of the round....
But at all, good work
yoo i just saw this but thanks for potting my vid (#2) on your mod page !
seriously thanks gympie6
Nightfire remake thanks!!
So I had a really weird glitch when playing with friends where one friend after dying ended up being disconnected (that's probably a waw issue tbh), while the other became unable to shoot entirely. As in even after buying new guns he couldn't shoot. Could still throw grenades and knife but could not shoot. You have any idea why that is happening?
This map was really easy imo. Mostly because once you get PHD at the 3rd level you can just avoid getting hit by jumping off the side if you get surrounded.
My personal review of the map: If you play solo on this map, I can see how it is possible to win this in an efficient way. I understand this map is meant to be a challenge but it is not meant to be a multiplayer map. The size of this tower prevents players who die late in the game to get back into the game since they literally spawn at the bottom of the tower while fighting with nothing to get to the top. Everyone is hoarding points by getting their own kills, someone goes down and loses perks, repeating the process by using points, now you're set back even further. I personally feel like there should be two modes, solo can be 100k and then multiplayer should have the ability for each player to contribute 25k to get the complete ending. This makes the map challenging still while also requiring players to all hold their own and make sure they are getting to end with enough points. Just have four panels require 25k points to complete the map basically.
IMO I feel like the 100k is quite high. The amount of time spent on this map would be insane even by going solo which would be the quickest way to complete this map tbh. Besides the ending amount, I felt like the literal custom zombies in the map that would spear you, teleport, and explode were a little excessive, especially the teleporting zombie. Cheese cube unlimited had one miniboss which was an inferno zombie and that was it. The last thing I am a little annoyed with is the height of the tower. Again I'm aware it's a challenge map but I still feel that it could still be challenging if it were scaled down by like 5 levels at least. The time it would take to accomplish this map outside of solo would be insane. I highly suggest changing the map specifically for multiplayer, if you want to leave it as it is for solo I don't see that being an issue.
What I would change if I could:
1. Reduce the number of levels on the tower by at least 5 (can be scaled down more if necessary)
2. Remove teleport zombies
3. Remove some of the custom perks and replace them with other ones (like come back as a zombie)
4. Make Double-tap acquirable sooner (not too early)
5. Change either the ending price or have sequential purchasing panels (25k panel x 4)
6. Change the EBR or shotgun wall buy at the beginning to a somewhat weak smg
7. Add another perk on PAP floor
8. (Not sure if they are in the box) Add claymores as a wall buy at a high-end floor
Just my thoughts on the map. I did play this map with three other friends and we attempted it 3 times. Again this map honestly isn't meant to be a multiplayer map unless some changes could be made IMO. This map is alright to me but I don't think I can see myself attempting the completion of it. Sorry, hopefully this was somewhat helpful feedback. Thanks for reading.
var weapons = player getWeaponsListPrimaries();
if(weapons.size > 2)
// Remove weapon
Everything works alright except when players go down they lose perks they way they should except that when they get back up they still have 3 weapons even after losing mulekick
// For entities
radiolist = getEntArray("radio_location", "targetname");
// For structs, uncomment it if you use structs
// radiolist = GetStructArray("radio_location", "targetname");
for(i = 0; i < radiolist.size; i++)
radiolist[i] thread play_radio();
// set here the time that you would like to wait.
// you can also do this instead of using the whileloop
// radio playLoopSound ("YOUR-SONG-NAME");
level thread radios();
level thread radios();