Search found 8 matches

by chaos
Sun Feb 17, 2008 10:52 am
Forum: General Discussion
Topic: What makes a good Myth level?
Replies: 63
Views: 16535

Or imagine keeping to the myth style of level, you had a castle to siege, so you had an actual siege engine sort of contraption, one person drives it around (and as you said, could run over enemies to do damage), one person is controlling a dwarf so can hurl bombs as far as he can reach, and a third...
by chaos
Sun Feb 17, 2008 10:48 am
Forum: Map Making Support
Topic: my map is ugly
Replies: 83
Views: 23218

Looks like a pretty awesome map to me. I don't think it's ugly anymore, either. It's coming along very nicely. :)
by chaos
Sat Feb 16, 2008 11:16 am
Forum: General Discussion
Topic: What makes a good Myth level?
Replies: 63
Views: 16535

Just be captain and give the unit to the other player so you can both control. Yes, but wouldn't that give both people the ability to both move and attack? I'm talking about a game in which one of the players is ONLY able to move the unit, and the other is ONLY able to attack. It was mostly just id...
by chaos
Sat Feb 16, 2008 9:44 am
Forum: General Discussion
Topic: What makes a good Myth level?
Replies: 63
Views: 16535

Re: !!

There are many ways you can play it. Although, it might not be a good coop map, because you start with one unit. I was wondering if it would have even a remote semblance of fun to create some kind of coop engine where two people work together to control a single unit (think of the driver and the gu...
by chaos
Wed Feb 13, 2008 12:32 pm
Forum: General Discussion
Topic: What makes a good Myth level?
Replies: 63
Views: 16535

For me, I can't really put my finger on what makes a GOOD map, but I definitely know what makes a BAD map... mistaking ridiculous amounts of micromanagement for challenge or difficulty. Example: the last level of Chimera, which is overloaded with those invisible ghost guys that drain your life force...
by chaos
Sun Jan 27, 2008 10:38 am
Forum: Map Making Support
Topic: Custom Map Won't Load
Replies: 2
Views: 1308

Update: I found this in my myth log after trying to run the "Willow Creek" custom map: Starting mesh "Angel's Revenge"... Error: Array Out of Bounds in .\Myth2Code\shapes.c, line #1232: sequence #0 not in [#0,#0) for "01 village" collection Closing Myth. Any ideas? I tr...
by chaos
Sun Jan 27, 2008 9:41 am
Forum: General Discussion
Topic: Imprisoned - Trailer
Replies: 12
Views: 3671

Wow, that map looks amazing. I know it is way harder than I would ever be able to beat... I'm no good at those "you're surrounded" situations, but it looks awesome. I look forward to being horribly mangled and humiliated by it. ;)

Very slick work on the trailer, too. Very professional.
by chaos
Sun Jan 27, 2008 9:12 am
Forum: Map Making Support
Topic: Custom Map Won't Load
Replies: 2
Views: 1308

Custom Map Won't Load

Hello, I am completely brand new to map making and am just starting to experiment with Fear and Loathing. I'm having some problems getting off the ground, and am hoping you fine folks can point me in the right direction on what I am doing wrong. I duplicated the Tutorial and Willow Creek levels of M...