by greaserpirate » 10 Oct 2011, 21:56
Here's a hint: the roof turrets have a little bit of delay so you will always be a bit faster than them. and you can outrun their shots.
Also, you can use the ledge of the stairs as cover while reloading and just snipe them, but that's harder and they can get headshots. You can also theoretically rebound shots off the edge of the roof, but I haven't made that work so far.
If nothing is working, just remember you have an infinite number of respawns, and the turrets don't regenerate.
(and by the way, if you think the smg turrets are hard, wait until you meet the rifle turrets... they're possible to beat but you need to be lighting fast, good with timing, or just good with rebounding your shots.)
Sorry if the interaction with "e" seems counter-intuitive. I added some spinny progress bars as a sort of indicator that you can interact, but so far I haven't come up with any other good way of telling the player that they can open the doors without them going up and seeing the "press E to interact" message themselves. Any ideas?
As for the other buildings, I intentionally made the textures skytexture(invisible) so the map would be smaller and run faster. I'm surprised you could see those details since the skytexture faces away from the building you're supposed to be in.
And about the skybox, sorry about that! I made the map originally in Sauerbraten, and I forgot to edit the .cfg file. I've updated it in Mediafire, but you could also fix it by putting "loadsky skyboxes/dawn01" in the cfg file.
Although this is meant as a co-op map you cans still finish it in singleplayer.