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Showing content with the highest reputation on 06/11/2019 in all areas
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JimbobJeffers' Maps
Jimbob and one other reacted to aidenpons for a topic
I also got around to playing these via my Custom Level Cafeteria Framework, which makes installing levels about a thousand times easier (even when it's not provided as a Cafeteria patch it takes less than 5 minutes to edit the template accordingly). This also meant I was playing with Hover Scout Upgrade, which is particularly important for Crystal Catastrophe. Hard Luck is a really good map that I'd reccomend. Crystal Catastrophe I just can't though. Hard Luck: This map was really good. Not staggeringly amazing, but really good. It got that feeling of "Build up an HQ from just a Tool Store" so nicely, and is the only level so far that's actually made me concerned about my oxygen but not enough to make me outright fail. The starting island's outline was really well arranged, and it was nice to see the Energy Crystal Seam and work out how to drill it. There weren't a lot of crystals on the island, and I worked this out fairly quickly after drilling ten walls or so. Reasoning that all the crystals were behind Hard Rock , I mass-dynamited all the Hard Rock walls in sight. Success! Enough crystals to build LRR HQ. There were a lot of walls, but not a large amount of crystals. This meant I mass-drilled all the walls and just left my STTs to pick up the mess, which was just a bit of a waste.... But I was only half done! This is where the level design wasn't so great.... The map allows you multiple choices of 'hmm, which cavern should I go an explore?' However all but one of these are utter dead ends, containing 0 crystals. However, in mining them to find this out you create rubble... which then causes a bit of Idleness Syndrome because the raiders can't get to it. Even worse, some of these access ways start with rubble from the beginning of the game due to walls on their own instantly being knocked down. The one that wasn't a dead end was just rather boring. Move your STT fleet over with a Cargo Carrier, rebuild LRR HQ, and go strip-mining again. There were more crystals in less walls, which was good. But I only ever encountered one monster, and I had an Improvements Pack LMLC at this stage, so it was hardly problematic. Enough to quickly make me scurry to arm some raiders: but then I never saw anything more. Slugs could have been a good addition to this map if done properly (=> nothing DDI ever did). The crystal limit of 75 is very good; 50 often is quite small, and higher than 100 feels a little absurd and usually involves strip-mining. Improvement ideas: A few more crystals in the starting area, or a few less walls. Link the areas that have nothing to the one that does, just to clear the rubble Monsters need reworks to be meaningful Crystal Catastrophe: The idea behind this level was quite good, but it just didn't work out. The game engine doesn't like levels like these: see also Baz's Run the Gauntlet. The difficulty is that you have no obvious way to mark tiles as "Don't ever bother clearing this rubble" (you can do it via absurd priority disabling shenanigans). As such, when you discover the base, all your LRRs are desparate to shovel that block of land literally a hundred tiles away. Fortunately, I was running Hover Scout Upgrade. This meant that I had free, no-sandwiches, clear-rubble-and-carry vehicles; perfect, exactly what I needed! However, even despite this the map size meant that it took a long time for the rubble to all go away. I teleported up my Geological Centre just to get crystals to power the lot. You could have gotten around this by creating two levels, one of "get back home" and the second "find the cache." But that can be a little pain to install. The maze to the HQ was quite boring: once you picked the right way there were no 'go left' or 'go right' choices, just 'go straight, go straight, go straight again, keep going straight.' But as someone who's tried to design maze levels, I know how hard making something nice is. A couple of YT vids and 3x speed later, I could progress with the level as normal. Unfortunately it proved to be very boring. I'll outline why: Random landslides weren't disabled. This meant landslides would occur a) all the way 100 tiles backwards and b) on the other side of the pond. Both are major contributors to Idleness Syndrome. Fortunately the former would go away thanks to upgraded Hover Scouts and some reinforcing, and the latter would go away because RRs can walk across a pond if the Solid Rock is straight along the edge: which it was. If my objective was to unite the lost Raiders with the HQ, why don't I start from the HQ? Why do I start from four lost raiders? The crystal cache feels out of place. Only in the silly comics and the broken Rocky Horror are there absurd crystal caches. In no other levels do you have a truckton of Crystal Seams. It just feels really weird for a level to be concluded by this. There are not enough crystals around the HQ area. There... just... aren't. And then you get one hundred all from a single cavern. And there is waaaaay too much ore in the HQ area. Why is there a section dedicated to ore? You don't need it, you've got 100+ from picking up all the rubble you made on the way in. The pond, and walls across the pond, is entirely useless. Okay, it's got crystals in it, but due to the way the game engine handles it if you want to cross the lake you need to teleport up and rebuild LRR HQ, which isn't worth it for the 10 crystals. The Rock Raider HQ was entirely devoid of Power Paths. Admittedly, this is because Path.map and hidden caverns aren't friends, but you can still (eventually) get what you want via SetTutorialBlockIsPath in the NERPs. I can't blame you for this though, as you probably didn't know this existed. Additionally, I never saw a single monster, so whatever you did there didn't work. You can have multiple triggers but multiple emerges do usually not work, and emerges must be on 'flat' wall tiles (not corners). You can also script them, which is the only sane way to have 10 monsters appearing at once without it becoming an endless horde. Improvement Ideas: The level's sufficiently annoying to warrant re-doing from scratch, if you wanted to make changes. The starting maze is uninspiring The HQ doesn't have enough crystals anywhere near it, The lake, pond, and accompanying resources are useless, Why do you start control over raiders, not an HQ? The crystal cache seems out of place Monsters don't work Use PTL shenanigans (ClearComplete NULL) to make sure no ore is made from rubble. That makes clearing the rubble a lot easier. Split into two levels: a) find the base and b) do things with the base to not have to bother with the rubble shenanigans.2 points -
LEGO RACERS REMASTERED
RobberBaron reacted to Zeroject for a topic
Hey everyone i have been playing lego racers again, that it was one of my favorite game as a kid. when i was playing i thought there most be a multiplayer mod to the game and sadly enough i could not find one. soo what could i do, my first thought was to make the damn mod myself but when i was going to code i was thinking why not make anything new. there is the idea started i was going to make a better version of the LEGO RACERS game with 4k support and multiplayer. it would be awesome if there were people in here who could help me with the project, and yes i know that infact it is illegal to make a whole game ripping off but for the first im gonna write a letter to LEGO in danish and see if i could get aprove to make the game and a email to High Voltage Software and see what they think of this and if they say that we could make this game and what do you think of this crazy idea i have made a unity project and started to model some of the bricks i will make a discord server if enough people would like to get updates on the game and thoose who will help. P.S sorry for the broke english i probely need someone too help me write a email to High Voltage Software1 point -
Your Master Guide to get LRR to run
Cyrem reacted to aidenpons for a guide
You're correct in the file name and the file location, buuuuuut.... @Phil Gaimz, I've uploaded them to RRU - unzip, place in Data\Sounds\Streamed and you should be good to go.1 point