Crater Creator wrote:Septococcal Pfhoryngitis
I'm disappointed the ceiling lights and standing lights can't be destroyed. They were undestroyable in Infinity, but Bungie made destroyed sprites for them anyway.
Is this a simple-ish thing that anyone (Erich?) could either tell me how to change or would like to help change?
RyokoTK wrote:03. Septococcal Pfhoryngitis
THE SECOND LEVEL IS A SEWER. IN SPACE. Fuck off, are you out of ideas already for this game?
Not a lot that can be done to fix this at this point short of just deleting the level (unless turning the sewage to water and deleting a few words from the terminal, leaving this some kind of water-handling facility of unspecified description, would help; but I doubt it would). I'm sorry.
The combat is fast and a little fun. You get acquainted with the M1 Enforcers for a bit. Apparently they now have a melee attack? I question the design decision in this; if you're going to have a time travel bit back to an already-established setting, retconning in new stuff is risky business. Especially when you expect something to behave one way -- because it does -- and then it behaves completely differently because you're monkeying around with stuff. Consistency is vital, especially when you want to go on a little nostalgia trip back to the M1 days.
I think general consensus is that people like the melee attacks, but I'm open to hearing otherwise and having them removed if anyone wants to do that. They weren't my idea to begin with, someone (Erich?) added them of their own initiative.
The one thing that bugs me is, upon inserting the chip, you are immediately teleported out of the level. What if I wanted to save first? Screw you, stop messing with me.
Ryoko and I discussed this back when he first wrote it and I stand by my decision for narrative reasons. There's already a save terminal right before the insert that should assuage the problem.
There's not a lot to say about this one. It's better than the previous level; more rooms and fewer corridors, which is good, and it doesn't go on longer than it needs to. The architecture is serviceable; I suppose a sewer wouldn't be the pinnacle of good design.
I guess I don't actually need to do much about this level then? I'll try to touch up the lighting some maybe, later tonight, but I guess I'll mostly move on to the next level tonight then, which is good because I might not have time for it later in the week...
er, except...
RyokoTK wrote:04. Dysmentria
Jesus what hideous textures.
Crater Creator wrote:Whoa, some of the best Pfhor set textures I've seen.
I guess these cancel out.
Crater Creator wrote:The Enforcers punch you. Too bad there isn't an accompanying animation.
Presuming we're not getting rid of the melee entirely, is this a simple thing that someone could help fix? (Erich?)
The shock staff can push enemies over ten yards back; even hunters go flying.
This was fixed earlier.
Hmm, Troopers still drop a weapon even when killed with grenades. Usually explosives destroy a monster and his weapon.
Is this a problem that needs to be fixed? (It's because Troopers don't have a hard death sequence, so I'm not sure what could easily be done about it besides someone [Erich?] making them one, if we even want that).
RyokoTK wrote:Overall, a fun level for a while, but it gets annoying and in the end it just seems like more padding rather than really advancing the plot anywhere.
Crater Creator wrote:My overall impression is, what a fun, pretty, well designed level.
Huh, so... I guess, besides deleting this level entirely, there's not a whole lot to be done here either. I guess I'll try to touch up lighting and texture choice on this one later tonight too.