goran wrote:dcbob is going to have a good laugh at this, but the answer to the non existant minor aliens is this:
I changed the minor colorschemes to the major color schemes because I found them to be more good looking. I wasn't opting for harder gameplay, no. It's fighters, troopers, and spht who are effected by this. It's interresting you noticed this. I'll throw some of them back, and change some of them to white/black colorscheme.
I pick up on the most inane things sometimes. Green fighters are among my favorite monsters, and their absence made me sad, which is when I realized that they were still there -- just purple.
The non existant sounds. I'm aware of this. I figured it would be pretty quiet in their closed base. I'll try to throw in some sounds areas here and there.
I agree, but miscellaneous machinery still makes noise. Wind will still be rushing through some of those long narrow corridors. That kind of thing.
For the waves of major fighters at the end: Yes you can blast them away with the AR. The idea was that they should make the player run. I may experiment with throwing some other aliens into the mix. 1-2 hunters in each wave maybe.
Well, I was referring to any of the waves throughout the level; they're kind of frivolous, since there's no real threat at all.
For mcfortress, I'll take care of the things you noticed. They all seem to be easy fixes. There's a fusion pistol on mcfortress. I think I'll leave it where it is, and put a fusion pistol early on crudelitas. (beginning room maybe)
That would be nice, actually. I don't really enjoy using my AR on Cyborgs, but there are a
lot more Cyborgs on Crudelitas than McFortress.
A recharger on crudelitas could be placed somewhere in the basement right at the start (where you have a pattern and terminal). I returned to that area quite a lot when I played the map. If you have your own suggestions for the placement of a recharger, please let me know.
That's where I'd put it, yeah. Thanks, goran.