Okay I added in some dodgeball pickups to hopefully make single player a little bit easier. The 3 superballs you shoot will all turn into a box of 5 balls to pickup, and a regular dodgeball's crit will drop a superball. Still, with modded pickups and weapons not intended for singleplayer, it's gonna be really weird. I imagine you'd have to use the warblade wave beam a lotEdit:I'm not sure why I had the ammo limit for dodgeballs set to 20, I raised it a little bit to 9999 to make singleplayer a little easier.
When the mod is more stable (developed), I could go through and make an "SP Friendly" version that has better balance.
Cool there let us know when the link updates so I can update on turok sanctum
Newman's secret room is now in Zoom City. It's supposed to be a white void but SSAO kinda ruined that illusion. I fixed that by changing the room into a sphere, but the lines still show if you use SAO.Also a cannonball launcher to replace the scorpion launcher. postal and BehemothProgrammer found a kexstudio bug that adds to the map's filesize and loadtime with every save after loading the map. Stuff like "ammo_weight_13" gets added to generators every save, which pretty much multiplies the filesize after awhile. Replacing all the generators in crossfire brought the map from 11.7mb down to 1.53mb. At first it went to 800kb but I had to save the map again cause I forgot to change some generator respawn times. I updated the download link with that version. And if anyone just wants the map without dodgeball:https://www.dropbox.com/s/11gfdo1zdn36vc5/Crossfire.kpf?dl=0I also loaded up turok 2 on the n64 a few days ago to compare a few things and I noticed that player height was a little bit smaller, so I matched that in dodgeball