• dayokay's Avatar
    June 21st, 2020, 20:49
    dayokay replied to a thread Castle Kandro in DK1 Maps
    I played the next level, Dun Ringill. It played OK. You need to turtle. From memory, yellow used to 'starve' and his creatures left, but he keeps it...
    11 replies | 238 view(s)
  • dayokay's Avatar
    June 20th, 2020, 14:37
    dayokay replied to a thread Castle Kandro in DK1 Maps
    I've played it again, and realised it is simply the pathfinding issue. Imps can't find their way back out of the maze. Still playable though, and the...
    11 replies | 238 view(s)
  • dayokay's Avatar
    June 20th, 2020, 12:46
    dayokay replied to a thread Castle Kandro in DK1 Maps
    Did you see any strange imp behaviour near the hero heart?
    11 replies | 238 view(s)
  • dayokay's Avatar
    June 20th, 2020, 10:59
    dayokay replied to a thread Castle Kandro in DK1 Maps
    The original pathfinding problem was many years ago. I just remembered that I changed the map so it wouldn't crash, at Mefisto's suggestion. Like...
    11 replies | 238 view(s)
  • dayokay's Avatar
    June 14th, 2020, 19:28
    dayokay replied to a thread Castle Kandro in DK1 Maps
    I hope this works?
    11 replies | 238 view(s)
  • dayokay's Avatar
    June 14th, 2020, 14:23
    dayokay replied to a thread Castle Kandro in DK1 Maps
    OK - how / where do I upload to?
    11 replies | 238 view(s)
  • dayokay's Avatar
    June 14th, 2020, 11:24
    dayokay started a thread Castle Kandro in DK1 Maps
    A few years back I modified this level, as it crashed repeatedly in KeeperFX. Believed to be due to the pathfinding issue, as the map is effectively...
    11 replies | 238 view(s)
  • dayokay's Avatar
    June 7th, 2020, 10:38
    It occurs to me that the bulk of the creative process is taken up by the level design? I wondered if we could have difficulty levels, generated by...
    1 replies | 109 view(s)
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