View Full Version : FInvasion with AS ending

18th Apr 2004, 02:05 PM
How about that...
After you defeat the final wave of monsters, you must also have to complete a small number of objectives. Example: In FHINV-Mansion2 the large krall appears and you must defeat him(simple objective).
In FHINV-Scorcher you first have to reach the missing energy core and then go to your base so yu can transport it back in top of the ship and also 'rescue' some peope appeared in the flooded builidng(that one in front-right of the ship, the doors would open, harder objective).
In the meantime monster are still coming for you. And some costumise placed monsters too.
Maybe that wasn't pretty clear but I hope you still understand.

About some bugs or suggestion in maps...

FHINV-Mansion...Please add some walls in the building.
FHINV-Scorcher(my faforite FHINV map)...Add please some road path nodes and some additional path nodes because some of the monsters cannot move to your base from anywhere because there are no path nodes around their spawning points. In addition, I found out that if you used the ships main guns, the second use will reload them instantly. In the meantime the ship door turrets(controlled with the front panels of the ship) are not very useful. If the monsters are close to your ship's door, the side panels would glow much brighter.
FHINV-Goroland...Monsters are spawning only from one arena.
FHINV-Whatchtower...Monsters are spawning mainly from one valley and are not moving at your base.

I wonder that is there players defend and attack points if you give them order to attack or defend the base.
And louder sounds to some new weapons...

18th Apr 2004, 02:28 PM
We may do a gametype like that in the future, maybe with the upcoming extras/map pack we're doing, but I don't want to "tarnish" the original FHI gametype. There's people playing it online, which is amazing, and it'd be nice to not have to make them choose between multiple gametypes.

I don't know if we'll touch the maps again, I'm not keen on another massive upload, but we'll take the suggestions on-board for the map pack. Thanks. :)

19th Apr 2004, 08:03 AM
I just wonder if you can modifly the radar. The vehicles would be shown as green dots and turrets would be shown as red dots in the radar.
Still have to talk about FHINV-Skorcher. Icedude forgot to place some spider mine ammo on the map.
In addition, I foun a minor bug. If monster destroys a vehicle and it crushes the player then you can read a message:
''A vehicle a monster destroyed crushed *players name*'' which sounds a bit too strange.

30th May 2004, 08:01 AM
Still have to talk about FHINV-Skorcher. Icedude forgot to place some spider mine ammo on the map.

well, i would have, but i made the UT2k3 origional, parser was the one who converted it to UT2k4 :P

but hopefully i can talk him into adding spider mine ammo ;)