Author |
Message |
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Ronin] Citadel
Areku wrote: Yes, this one's WAY too difficult, specially with the infinite alarms. They should only last until the trooper that started them was killed. Alerts stops in 20 seconds if nobody is able to find you. That's why I made some places to hide your men. Use infinite grenades rolling from the stairs, C4 and darts and nobody will start even a single alert. And, you can blow one clone vat before virus upload to reduce zombie amount. But if you'll destroy another one you'll fail. And yeah, it is freaking hard. I spend so much time making it, so why should you spend less time enjoying it?
|
Thu Dec 24, 2009 4:07 pm |
|
|
minirobot
Joined: Wed Apr 11, 2007 5:34 pm Posts: 22
|
Re: Mission: [Ronin] Citadel
Damn that wind, I was just jumping over one of my teammates with the explosive guy and he suddenly flew out of the level.
|
Thu Dec 24, 2009 4:12 pm |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: Mission: [Ronin] Citadel
minirobot wrote: Damn that wind, I was just jumping over one of my teammates with the explosive guy and he suddenly flew out of the level. Wind. </3
|
Thu Dec 24, 2009 4:42 pm |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
Slightly rebalanced some things in gameplay to make it easier. Read OP for more info and redownload.
|
Thu Dec 24, 2009 10:40 pm |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
weegee wrote: - Should be beatable now Lol. Thought my inability to win was my own fault.
|
Fri Dec 25, 2009 1:23 am |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
Good, time to try again.
I'll try a sneaky peaky entry, and a "kill 'em all" forced entry.
|
Fri Dec 25, 2009 2:53 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Mission: [Ronin] Citadel
weegee wrote: Use infinite grenades rolling from the stairs, C4 and darts and nobody will start even a single alert. FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF Okay, now it got a whole ♥♥♥♥ lot easier.
|
Fri Dec 25, 2009 7:02 am |
|
|
xerxys
Joined: Sun Feb 17, 2008 11:21 am Posts: 54
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
DAMN. Friggin wind. I cleared the whole tower with the sniper and explosives guy, leaving my leader at the top. I switched to my leader, about to go down. I jump. FAIL.
|
Fri Dec 25, 2009 9:20 pm |
|
|
minirobot
Joined: Wed Apr 11, 2007 5:34 pm Posts: 22
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
How hard is it to kill those cloning things after the zombies come in the first version? :O I put like 5 C4s next to each of them and blew them all up but they survived :S
|
Fri Dec 25, 2009 11:33 pm |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
xerxys wrote: DAMN. Friggin wind. I cleared the whole tower with the sniper and explosives guy, leaving my leader at the top. I switched to my leader, about to go down. I jump. FAIL. Tip for the wise, equip bomb dude with medipack, and virus chip, and replace his M1600 with something more deadly.
|
Sat Dec 26, 2009 6:11 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
That wind tunnel just killed me. The C4 is incredible. Overall B+/A material, needed more interesting situations (though rolling nades downhill at the enemy is fun, walking uphill against zombies isn't as fun, even with the shotgun.) It needed a little more pressure, especially in the evacuation step. Overall, very fun though. Keep it up.
|
Sat Dec 26, 2009 7:53 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
Note to self, only the commander seems to be smart enough to upload the virus... even though Bomb Dude is god at demolition.
|
Sat Dec 26, 2009 9:18 am |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
Foa wrote: Note to self, only the commander seems to be smart enough to upload the virus... even though Bomb Dude is god at demolition. Yeah, only Dafred is able to upload the virus. Without this you could just upload the virus using Dimitri or Gordon and then fly away from the roof missing all the zombie safari. Oh and I finally made it yesterday in about 30 minutes, so I consider it fully beatable now Dartgun is handy when you climb upstairs.
|
Sat Dec 26, 2009 11:21 am |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
weegee wrote: Dartgun is handy when you climb upstairs. Oh god I should have known this when trying to kill that clone bastard while climbing. I tried to fly over him, and well... you can guess what happened. Very well done weegee, probably your best mission yet.
Last edited by Roon3 on Sat Dec 26, 2009 9:06 pm, edited 1 time in total.
|
Sat Dec 26, 2009 11:44 am |
|
|
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: Mission: [Ronin] Citadel (Updated: 25-dec-2009)
On top of being a kickass mission, this level makes an excellent skirmish map. I just spent 2:44 playing* there. If only the AI stopped jumping off cliffs. I know it's based on the scene, but if you decide to do another big change, consider attaching the wind-related code to something within the level, so that the wind will be there in the map, rather than tied to the mission lua.
Another excellent way to use this terrain is in two player, one user fighting to the top, the other to the base of the tower. Well, so long as the lower player has some cloning tubes or something. The only structural change I would (will, probably) make is changing the width of the map, allowing for more room on either side of the tower. The wind very effectively deals with actors, but only the width of the map keeps one from sending in dropships. With a large enough bomb however, I just fly rockets down, and land on the second-to-last segment. That does, however, require somehow obtaining credits, so it's not really relevant to the mission.
*"playing" here means PhantomAGN watching AIs die, and lends a hand every so often.
|
Sat Dec 26, 2009 11:52 am |
|
|
|