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 Astro - a mission! 
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Joined: Fri May 15, 2009 2:00 am
Posts: 29
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Post Re: Astro - a mission!
A fun way to play is going "pacifist", buying a heavy sniper and sniping everyone's guns off their hands.

You end up with a whole lot of enemies running after a single gun on the ground while you try to stop them.


Mon Jun 08, 2009 4:47 pm
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Joined: Mon May 18, 2009 11:48 pm
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Location: The swamps of Stuporia!
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Post Re: Astro - a mission!
Muhaha, I should try that.

I managed to finish it without mining gold, and it all came down to my brainbot holding a Spas1200 and a very surprised browncoat getting shot in the face while reloading. After that I just had to hit the enemy brainbot a couple times through the door.

Pretty tough, and definitely emphasizes how tough those browncoats really are. Awesome job!


Mon Jun 08, 2009 8:20 pm
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Joined: Sat Feb 14, 2009 2:15 am
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Post Re: Astro - a mission!
Very nice mission, but no base is immune to being....

SOLID SNAKE'D!
Image

The 1 Death was from the DropCrate.


Mon Jun 08, 2009 9:25 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Astro - a mission!
Just finished this with a merc loaded with a sniper, mg and a couple of grenades.

Awesome fun. 8)

EDIT: Btw I was thinking of a very similar mission for B23, but looks like you hax'd the idea from my head and beat me to it. :)
I didnt get to make it since I lacked time and a proper vision how'd it go.
You pulled it off really well :D


Mon Jun 08, 2009 9:56 pm
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Joined: Mon Jun 08, 2009 5:31 am
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Post Re: Astro - a mission!
VICTOLY FOR THE LONINS!

Seriously this is a nice mission but it lags for no reason, and I think I have a solution.


Make the bases empty, but add trigger areas that when a player's actor crosses X area (vertical line) then add the next base's actors and guns. This way theres less MOID's and lag.


Tue Jun 09, 2009 1:08 am
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Joined: Mon Jun 04, 2007 5:55 am
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Location: Ohio
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Post Re: Astro - a mission!
But can you beat it with only your brain actor, with only a pistol.


Tue Jun 09, 2009 3:48 am
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Joined: Mon May 18, 2009 11:48 pm
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Location: The swamps of Stuporia!
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Post Re: Astro - a mission!
Screw the pistol; I'm half tempted to try it with just the brain actor and stealing guns from other enemies, lol.


Tue Jun 09, 2009 4:50 am
Profile YIM
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Joined: Tue Nov 18, 2008 1:03 am
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Location: Spathiwa
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Post Re: Astro - a mission!
uber challenge beat it with one skele using a peacemaker, light digger and repeler gun


Tue Jun 09, 2009 6:45 am
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Joined: Wed May 20, 2009 12:46 pm
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Location: At a secret laboratory dividing by zero
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Post Re: Astro - a mission!
Okay whats not a challenge beating this map with the new psy powers
way to many exploded heads


Tue Jun 09, 2009 7:07 am
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Post Re: Astro - a mission!
Manticore wrote:
uber challenge beat it with one skele using a peacemaker, light digger and repeler gun

Not a challenge. Peacemaker is to accurate and powerfull. the only challenge is if the skeleton doesn't break from using it. I think the digger is so you can fly your skeleton. and the repeller is just useless, was it dead weight so you don't fly to fast? use a shield for that.

Jimmy Crack Jack wrote:
Okay whats not a challenge beating this map with the new psy powers
way to many exploded heads


The top 11 Things to do to make this not a challenge: why top 11? because I like to go one step beyond.

11) Carpet bombing
10) Crobos
9) Browncoat with a pile of laser rifles, don't even reload, just switch weapons.
8 ) Flak
7) Dig under the map
6) any ubergun mod
5) anything made by witty or grif
4) Ivan's bear faction (If you installed over B22)
3) Crab bombs
2) edit the map so that you start with a drone in the room with the enemy brain

and the number one not challenging thing to do to beat this map is:

(I think this is correct, I'm not sure)
for actor in MovableMan.Actors do if actor.Team == 1 then actor:GibThis()


Tue Jun 09, 2009 11:23 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Astro - a mission!
I think you dropped these:
Code:
end end


Tue Jun 09, 2009 6:12 pm
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Astro - a mission!
mail2345 wrote:
I think you dropped these:
Code:
end end

I don't think those are neccessary when using the ~console.


Tue Jun 09, 2009 8:50 pm
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Post Re: Astro - a mission!
Roy-G-Biv wrote:
mail2345 wrote:
I think you dropped these:
Code:
end end

I don't think those are neccessary when using the ~console.

Even so, it's good practice.


Tue Jun 09, 2009 8:59 pm
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Joined: Sun Apr 13, 2008 5:24 pm
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Post Re: Astro - a mission!
Thanks for the feedback, everyone. Wow, 165 downloads in two days :shock:
I'll probably release an update soon with a new victory message (the victoly thing was sort of a joke that I was originally planning to change) and fixing the guns-coming-out-of-doors thing. Also, has anyone bothered to try the teleporter? I think I may have made it so difficult to get to that it wasn't worth it. If that's true, I'll probably either make the teleporter easier to get to or the other route more challenging. I might just remove the tunnel going directly to the second building from the large room in the first building so you have to go through the tower. Thoughts?


Wed Jun 10, 2009 2:06 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Astro - a mission!
mail2345 wrote:
Fix for door weapons -
Change:
Code:
actor.Team == self.CPUTeam

To
Code:
actor.Team == self.CPUTeam  and actor.PinStrength > 0

You may have missed my fix.

And I did not use the teleporter.


Wed Jun 10, 2009 2:08 am
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