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Post Posted: 25 Dec 2017, 21:30
Post Posted: 25 Dec 2017, 21:32
Post Posted: 25 Dec 2017, 23:00
Post Posted: 26 Dec 2017, 00:25
Diego96 wrote:First time I tried beating it, the entire map was filled with blue orbs and my framerate crawled under 5 FPS. Solution: Kill everything fast AF.
Post Posted: 26 Dec 2017, 04:57
UBerserker wrote:Diego96 wrote:First time I tried beating it, the entire map was filled with blue orbs and my framerate crawled under 5 FPS. Solution: Kill everything fast AF.Yo happy birthday manI don't think I ever stated it (maybe that commentary fire in the v6 thread) but I thought of Tonatiuh after having played Serious Sam TSE and defeated the last boss who all he did was spam-spawning other enemies in the game. I wanted to make the boss fly instead of walk but 1. whatever I did the Krall would bug out and never attack, 2. I'm afraid he would have left the arena and 3. the Krall looks more badass while running. I love when all the lights and glyphs shut down after he's dead.Also another thing is that the waves of enemies before the boss are different per difficulty:Easy = Skaarj -> Krall -> BrutesMedium = Skaarj -> Gasbags -> KrallHard = Skaarj -> Gasbags -> MercenariesUnreal = Skaarj -> Gasbags -> WarlordsEach race spawner has its own quantity of enemies and whenever a race type spawns is defined per difficulty through time limit. In Coop all the spawners have 2x more the quantity of enemies. The boss only spawn when all the spawners are out of enemies, which can only happen if you kill monsters because only a limited quantity of them can stay in the battlefield. In previous versions it was all time based, meaning if you'd waste a lot of time killing the spawned enemies the boss would eventually appear and it was trouble. EXU actors are a fucking godsend and should be a default thing in Unreal levels, they are too good.
Post Posted: 26 Dec 2017, 12:31
Diego96 wrote:Were the ammo and armor dispensers also affected by difficulty?
Post Posted: 30 Dec 2017, 17:23
Post Posted: 30 Dec 2017, 20:58
Semfry wrote: It feels like the visit to the shrine after the boss could have something more to it because it feels slightly disconnected as it is.
Post Posted: 01 Jan 2018, 01:12
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