grunts and campaign waypoints. also: campaign strategies

grunts and campaign waypoints. also: campaign strategies

Postby wowie » 09 Jun 2012, 03:48

I noticed that the waypoints in the campaign only go 2/3rds of the way through the map. I finised the waypoints myself, when I was bored of working on platform and wanted to see some pretty scenery, and noticed this after playtesting the added waypoints: The grunts at the end of the map now move. :o Why is this? The grunts don't use waypoints, do they? I'm a dumb n00b asking a dumb question. :) Can someone tell me why this is? I don't have a clue and I'm actually thinking of trying my hand at making a campaign map, and want to know what makes the grunts tick before I try anything.

[topic #2]Part 1 of the campaign is hilarious to look at and actually fun to play if you go with plasma/rifle combo and only use the secondaries. plasma for crowds, rifle for turrets and snipers. Part 2 is easiest if you go with flamer and wallrun around/past groups while reloading. Part 3: complex double bounce shots can kill the smg turret without revealing yourself. Use the smg to shoot around corners and use the rocket to kill the rocket grunt before he can fire... while also making a mad dash to the finish.[/topic #2]
Attachments
alphacampaign.zip
these are the waypoints i use for the campaign
(88.79 KiB) Downloaded 211 times
I lost the game.
User avatar
wowie
 
Posts: 314
Joined: 15 Mar 2012, 22:22

Re: grunts and campaign waypoints. also: campaign strategies

Postby greaserpirate » 10 Jun 2012, 01:44

I've never made it all the way through. I think it would be a lot more interesting if the scenery changed once in a while.

Friendship is Magic Voice Chat Mod
(Map) Trespass
(Map) Suspended
Find out more about >DOOM< here: www.redoomclan.tk
User avatar
greaserpirate
 
Posts: 350
Joined: 22 Jun 2011, 18:23

Re: grunts and campaign waypoints. also: campaign strategies

Postby jboakajnosko » 18 Jun 2012, 03:11

It's a good idea to play with the vampire mutator - it actually makes it possible, cuz you get up to 200 health basically every time you frag a grunt!
jboakajnosko
 
Posts: 20
Joined: 11 May 2012, 21:09

Re: grunts and campaign waypoints. also: campaign strategies

Postby wowie » 18 Jun 2012, 04:52

I play vanilla campaign, but yeah, activating vamp, jet, or a few other muts, basically turns on easymode. ballistic actually makes it harder because reloading during a zombie apoc is death, and medieval... lol. I would like to see a video of that!
I lost the game.
User avatar
wowie
 
Posts: 314
Joined: 15 Mar 2012, 22:22

Re: grunts and campaign waypoints. also: campaign strategies

Postby jboakajnosko » 21 Jun 2012, 00:21

You probably want to set the enemyspawntime and enemyrespawndelay really high, too. Otherwise the grunts spawn far too often. And the shotgun rules!!!
jboakajnosko
 
Posts: 20
Joined: 11 May 2012, 21:09

Who is online

Users browsing this forum: No registered users and 1 guest