Arguably everyone's least favorite boss. So why not bring it to Black Ops 3.
By the way I'm open to suggestions on how to improve him (I don't want a 1-1 replica of the Tranzit version) so feel free to give your opinion. This was the first time I've tried to script a shooting enemy, and I think it turned out alright. Still needs some FX work and sounds.
This is most likely the last scripted feature I'm going to add (other than the easter egg of the map). As for a release date, hopefully it will be done by summer.
Last Edit: April 01, 2019, 02:24:56 pm by ihmiskeho
No pictures today, there's really nothing to show/I don't want to spoil all areas
This week was the first coop-test of the map (I guess you would call it an alpha build). And of course, there were some good and bad things to notice.
A pleasant surprise was that we didn't really experience any game-braking script issues. There were no crashes and all features worked relatively well.
There was a game-breaking bug though. For some reason the map has these invisible walls, that block access to many areas. These are weird because
there's literally nothing I have placed in radiant in these spots, yet these "walls appear". There doens't appear to be any errors related to this in the compile log either.
I have no idea what this issue is, I have never seen anythinglike this. Hopefully it will get sorted though.
The other concern was the map size. Due to the map being so big, especially earlier rounds seemed to go quite slowly. Will improve on this as well.
Other updates: Next week I will start scripting the boss fight.
I don't want to spoil much, but if you've seen recent updates, you might have already seen mr boss guy
So much for those weekly updates but the modtools have been a pain the last few weeks. First of all the mapfile broke, so pretty much everything mapping wise is the same as it was 2-3 weeks ago. After that, APE stopped working and refused to open.
But anyways, here are some in-game pics (lighting might look different since I have settings pretty low on BO3, looks better in radiant)
Map layout is done, most of the map in general is done. Weapons are done. All it's pretty much missing is the easter egg and bossfight. And of course some things need some polishing. I can't think of anything on the easter egg side, which is why it's taking longer than expected (I don't want the easter egg to be just random soul chests).
Also due to my current life situation I'm only home once every two weekends or so, which is why I barely have any time to work on the map.
I do have an early version of the map in the workshop, which I have sent to a few people, and if you're interested in trying that, you should PM me.
I was hoping to get a beta out this weekend, but I have some serious issues with the map. I have the easter egg scripted and nearly finished in my test map and it works fine, but for some reason the scripts refuse to work on this map. I've literally copy-pasted everything from the test map to this map without success. So we'll have to see how things go.
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About these issues: it has something to do with level properties not getting defined. I can literally do this:
And it will print that "undefined". And since I need to track the easter egg progress with stuff like this, it completely breaks the progression (and even fx, since they're defined as level._effect["something"] )