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GRAW coop maps


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Thank god some people are making coop maps. With out them this game has seriously short time left on my HD. Dont get me wrong i Love the game mechanics of this game. The play style is AWESOME. Sadly the maps and lack of random AI insertions makes it very boring and lacking in replayability.

I have been forced to turn back to Swat 4 for replayability. Though it lacks the grapics and gameplay, atleast I cant memorize the locations of the enemy within the first 3 times of playing it.

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Sadly the maps and lack of random AI insertions makes it very boring and lacking in replayability.

I have been forced to turn back to Swat 4 for replayability. Though it lacks the grapics and gameplay, atleast I cant memorize the locations of the enemy within the first 3 times of playing it.

Check out the mod forums. With every new map they are figuring out ways to incorporate randomness.
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Nutlink, is that for Recon or FireFight or both.

A readme.txt would be nice to give some details about compatibilities and or problems.

Thanks tho. I'm going to try it out on Recon and see how it works.

It's for both. Any [GR] Coop map can be played in either Recon or Firefight (due to the way the map is setup, it will crash if there is no extraction zone no matter what type of [GR] coop it is). There will be a readme in the next update (which should also include a few other SP conversions).

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Well you've done great so far. I haven't been able to make more than 40 meters or so on hard by myself. It's going to be a tough map.

Oh and we went ahead and put it into the map rotation on our server with auto download.

Fatality Incorporated [GR] - 66.225.249.26

Edited by FI_FlimFlam
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That's great, never thought I'd create anything good enough for others to use :) From this point on though, all my SP maps released publicly will be final versions. I've got a few folks I can use as lab rats.....er, testers, so hopefully the few kinks here and there should be worked out :)

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My only gripe about it - it's huge and there are tons of enemies. Almost too big for any server without respawns and a VERY high time limit unless if it's set to normal or harder difficulties. I mean you get 50+ enemies right there in the first 50 meters of the map...

Not specific to your port of the SP map:

I really hate the sniper in this game in that often times it's impossible to see them given the draw distance. (this map is full of them with no way around them). Given their ability to shoot you through foilage ESP-like senses (wall hacking AI - grrr) it makes for a very frustrating time on some maps.

Not particular to I also hate having enemies "spawn" on my flank or behind me or in an alleyway I have already cleared. It really frustrates me and takes just removes me from the game. I mean there are times I feel like I'm playing Doom because I know I'm going to be shot in the back by enemies that just spawned. I really hate the 15 AI on the map at a time rule. I understand why and the need to trigger enemy spawns but I feel that often the triggers are poorly placed and do absolutely NOTHING to disguise the fact that they are spawning out of thin air and not persistent to the maps.

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Actually, at the beginning, there is I believe 27 enemies, and of course Grin did the overall map. There is no place where the enemies spawn behind you in an area you cleared....I think....lol. I absolutely HATE seeing an enemy spawn in front of me (Ready for Bear, anyone?) and in an area I know I cleared without any way of them getting around me. I believe I prevented this on the map, but if you find an area where they spawn behind you, let me know where it is. I haven't noticed it yet, but it might be because I'm a ###### and had them spawn with the wrong group :)

Oh, and the other SP maps won't be this way, I just wanted to give Norad a similar feeling it has in single player. Fierce Resistance is more of a hide and seek setup with fewer enemies, while VIP 2 is Down will be more a defense based mission. Just trying to give the [GR] versions a little spice while keeping the feeling similar to the SP counterparts.

As always, all feedback is welcome (both good and bad). Can't fix it if I don't know it's wrong :)

Edited by Nutlink
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We played through the map in 23 minutes tonight with 4 people. Granted, the difficulty was set on normal (we didn't realize this until later), but it was still a ton of fun. This is a great map to work through with a good group of people playing together tactically: covering arcs, bounding overwatch... I find it to be a ton of fun. Yes, the snipers are killer (even at normal), but it has forced me to move slower...which I have enjoyed.

I'm not negating your comments in anyway, FlimFlam. I'm just offering my view thus far.

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I played solo on normal, last night testing it and had over 51 kills without getting to the first open plaza. That is why I said tons of tangos. They just kept comming and comming and they were hellaciously accurate with things like turning 180 and shooting, and shooting from a run.

Working my way south on the map along the eastern edge of the map I got the the first alley way. I cleared it, then proceeded to move to the open plaza and then got shot by what appears to be a spawning tango. That just blows IMO if that is the case. I know in the stock maps it happens because I have watched it happen. If you move too quickly and get well into the trigger zone before they spawn, you can actually have them spawn behind you. The first set of streets on John Doe's Hellhole is a perfect example.

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I do have tangos spawning in odd places on the map that you would never really go to, but if you go there they are either sitting there waiting or slowly working their way to you. I just went over it all and I see nothing that indicates a unit will spawn in an area you were already in. I may have botched something though, so if you could PM me with a picture and a little more description, that would be great. :)

Also, with so many tangos, remember that these maps allow up to 12 people. Can't have it too easy if the server is full ;)

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