Freedom Reborn

MMO Forums => City of Heroes/Villains General Discussion => Topic started by: El Condor on April 24, 2009, 04:06:52 PM

Title: Question on arc design: a frustration!
Post by: El Condor on April 24, 2009, 04:06:52 PM
Amigos,

I'm struggling with one aspect of the final mish in my arc ("Freaks and Geeks"). It's something you'd think would be very easy: I want to get the final EB to spawn in the last room (or even anywhere near the back of the map) and it just won't do it!!

It's the Freaklympics unique map (based on the standard long warehouse map), and I've packed it for epic-ness: an ally at the front, three destructible objects in the middle, an object-triggered ambush from the front and object-triggered patrol starting from the back.  The parameter for the whole mish is set to "flat". After all this, I've set the big boss for for "back" (spawn triggered by an object destruction).  Yet he always spawns in the middle/front, which makes the last battle a anticlimactic.  And that big, final room with the cool pedestal and lighting never spawns a thing - it always goes completely unused.

I've tried everything I can think of, even setting the boss to middle and front and rearranging the order of events on the mission design screen. I've also used the "Dance Rave" map (a great alternative) and the problems persist. Nothing changes where he pops up, and I am now ready to throw things.  :banghead:

I got the nicest, unsolicited comment this morning from a stranger who loved everything about the arc but wondered why I didn't have the big boss battle in the final room. This drove it home for me. If anyone has any advice, I'd appreciate it. 

Con muchas gracias,
EC
Title: Re: Question on arc design: a frustration!
Post by: Tortuga on April 24, 2009, 06:12:30 PM
Some maps, usually outdoor ones, have difficulty placing details in the back, middle and front.  I seem to remember with that warehouse map that the last room, the second last (small room) and the third last room (large room with stairs) all count as one room.  Is the boss spawning in either of those areas?
Title: Re: Question on arc design: a frustration!
Post by: Bugbear on April 24, 2009, 07:23:40 PM
I haven't tried using that map yet myself, but I've noticed in other people's arcs that the final room is always empty.  I assume that it has no spawn points at all (i.e. I believe all the mobs in the actual Freakolympics arc final room were custom placed with some kind of dev tool we don't have access to).

So I guess this doesn't help you.  Just letting you know that it's not just you that has this problem.
Title: Re: Question on arc design: a frustration!
Post by: Marmeille on April 24, 2009, 08:05:44 PM
Yeah I noticed that too, that's too bad hehe. I sure would love that special dev tool that allows them to place mobs in precise spot.
Title: Re: Question on arc design: a frustration!
Post by: El Condor on April 24, 2009, 10:57:57 PM
I asked this question on the boards, too, and someone pointed out that the map description in the mission designer says as much:

Quote
Category: Warehouse
Map: Freak-lympics
Description:  Mission Map Details
- 1 allowed any detail type. (1 Middle)
- 8 allowed ambush, boss, patrol or destroy object details. (5 Front, 3 Middle)
- 3 allowed rescue, escort. ally, or defend object details. (3 Front)
- 29 allowed wall collection items. (10 Front, 6 Middle, 13 Back)
- 35 allowed floor collection items. (14 Front, 6 Middle, 15 Back)

So it's basically a no-go until the devs go in and assign some more spawn points.  This is apparently more of an issue with the unique maps (they tend to be limited to the spawn points of their original missions i.e. "Freak-lympics") Does anyone have a good map suggestion that might come close to that map for a finale to my arc?

EC
Title: Re: Question on arc design: a frustration!
Post by: BlueBard on April 27, 2009, 06:16:13 PM
It's not just the unique maps.  I had a lot of trouble getting my objectives placed generally where I wanted them on two different warehouse maps and also on a certain office map.  Middle was Back and Back was Middle.  It's also important to note that the more spawn points there are, the more room there is for variation from one run to the next.

I did notice that the unique maps had more strict limitations as to how many of each type of objective could be placed.  I wish the police station maps had been more flexible.
Title: Re: Question on arc design: a frustration!
Post by: Tortuga on April 27, 2009, 07:53:14 PM
Yeah, we can't even place an enemy in the upper floor/jail cell area of the police stations.