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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Banned Elite |
Thanks everyone for the continued support. As Im nearing completion to this project, I have decided to add in one more enemy type (as the result of me removing many other bosses) which will be found in a new area I have planned that is slightly more open then the current areas I have now. The purpose of this is to allow you to move around a bit more, while still making this area kind of risky to stay in.
The preview video to this new enemy can be found here:
https://www.youtube.com/watch?v=R_rvmZK2zAs&feature=youtu.be
Now I need some feedback on this. I don't currently have a "punishment" or downside if he is able to sound the alarm. I thought about spawning more AI, but didn't see that as to big of a deal to the player. I want to do something that will make the players not want to get caught, but not insanely bad to the point where it will ruin there game. Any ideas are welcome!
Thanks everyone for the continued support. As Im nearing completion to this project, I have decided to add in one more enemy type (as the result of me removing many other bosses) which will be found in a new area I have planned that is slightly more open then the current areas I have now. The purpose of this is to allow you to move around a bit more, while still making this area kind of risky to stay in.
The preview video to this new enemy can be found here:
https://www.youtube.com/watch?v=R_rvmZK2zAs&feature=youtu.be
Now I need some feedback on this. I don't currently have a "punishment" or downside if he is able to sound the alarm. I thought about spawning more AI, but didn't see that as to big of a deal to the player. I want to do something that will make the players not want to get caught, but not insanely bad to the point where it will ruin there game. Any ideas are welcome!
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Oh god that Bioshock enemy scared the crap out of me one time in Bioshock Infinite. Loving how the idea maybe when he sees you you can make it so he turns off the power for 10 seconds leaving you perkless so kind of like a EMP punishment.
Thanks everyone for the continued support. As Im nearing completion to this project, I have decided to add in one more enemy type (as the result of me removing many other bosses) which will be found in a new area I have planned that is slightly more open then the current areas I have now. The purpose of this is to allow you to move around a bit more, while still making this area kind of risky to stay in.
The preview video to this new enemy can be found here:
https://www.youtube.com/watch?v=R_rvmZK2zAs&feature=youtu.be
Now I need some feedback on this. I don't currently have a "punishment" or downside if he is able to sound the alarm. I thought about spawning more AI, but didn't see that as to big of a deal to the player. I want to do something that will make the players not want to get caught, but not insanely bad to the point where it will ruin there game. Any ideas are welcome!
That looks so cool but does he do anything else besides stand there?
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
That looks so cool but does he do anything else besides stand there?
Awesome addition!
As for a 'punishment' how about sealing all the exits to the area you're in until it is vanquished
That plus, if possible, a constant stream of enemies [both regular and special maybe?] either in that area or across the map - this would hinder taking the enemy out and also prevent revives if people are split up
Or maybe have the map become almost pitch black/covered in thick fog [though I imagine that may cause issues] to make taking him out even more treacherous
Irrespective of the eventual decision I cannot wait to see how this addition mixes up the gameplay, a thoroughly deserved +1
Thanks everyone for the continued support. As Im nearing completion to this project, I have decided to add in one more enemy type (as the result of me removing many other bosses) which will be found in a new area I have planned that is slightly more open then the current areas I have now. The purpose of this is to allow you to move around a bit more, while still making this area kind of risky to stay in.
The preview video to this new enemy can be found here:
https://www.youtube.com/watch?v=R_rvmZK2zAs&feature=youtu.be
Now I need some feedback on this. I don't currently have a "punishment" or downside if he is able to sound the alarm. I thought about spawning more AI, but didn't see that as to big of a deal to the player. I want to do something that will make the players not want to get caught, but not insanely bad to the point where it will ruin there game. Any ideas are welcome!
Thanks everyone for the continued support. As Im nearing completion to this project, I have decided to add in one more enemy type (as the result of me removing many other bosses) which will be found in a new area I have planned that is slightly more open then the current areas I have now. The purpose of this is to allow you to move around a bit more, while still making this area kind of risky to stay in.
The preview video to this new enemy can be found here:
https://www.youtube.com/watch?v=R_rvmZK2zAs&feature=youtu.be
Now I need some feedback on this. I don't currently have a "punishment" or downside if he is able to sound the alarm. I thought about spawning more AI, but didn't see that as to big of a deal to the player. I want to do something that will make the players not want to get caught, but not insanely bad to the point where it will ruin there game. Any ideas are welcome!
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Well he is supposed to scan a area without moving, making it so the players have to use stealth to get through a area. He shouldn't be considered a boss, more so a threat to the players. He is going to be completely avoidable, for those who don't like this idea.
Sealing the exits to the area was my original idea, and I still kind of like that one as well. The map already uses alot of fx, so I don't think covering it in fog would be a option. If I do the sealing exits, I may be able to have the bos turn into a cloud of mist, which has to have a certain # of damage dealt to free the trapped player.
Then again, I don't want to make the map extremely confusing. Theres already so much going on at once, Im worried players wont know how to react.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
The boy of silence should cause i ringing noise in your ear like if you were to stand close to your own frag and it blow up, but if any zombies are around it they should be stunned to, but when you kill it, anything around it should take damage.