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Re: RED 1.1: Medatron of the Void
Posted By: Steve LevinsonDate: 5/5/04 1:13 p.m.

In Response To: RED 1.1: Medatron of the Void (Mark Levin)

: One of the most difficult levels in the scenario, there are a lot of
: frustrating aspects to this one and you'll be redoing much of it many
: times over in the current scenario.

Few levels need more fixing than this one. It's going to be hard to make it playable without altering the original feel intended by Ian, but this is one killer level - literally.

: Add pattern buffer to "front desk" area. This would allow you to
: save immediately before real combat begins, and not have to teleport back
: in from Floating in Agony each time.

Definitely. There are basically two ways to make survival more likely than not at the beginning of a level - add a PB or add a shield recharger. Of course, I wouldn't object if you added both, but to at least retain some of the difficulty of the origninal, it probably should be one or the other and I, too, would vote for the PB.

: Tone down head bots to the level described on the RED site: Make them move
: slower, and make them fire drone bolts instead of their current, much
: stronger projectiles.

I absolutely hated these things. Agreed!

: Remove regenerating head bots. This would make it feasible to backtrack
: through the level to pattern buffers (now that they exist).

Agreed!

: Remove the pit under the front door of the power station. Being able to use
: this door for cover without having to watch out for this will make the
: first encounter a lot easier.

This one's really optional IMO. I find this an annnoyance more than anything, but with a PB nearby it shouldn't be much of a problem and only a wuss would rely on the door so much for cover (OK, I've been known to do this at times, but with the PB, it shouldn't be necessary). I would opt to leave this as is.

: Add 1x health canister to somewhere on the first floor of the facility. A
: good place would be the empty room to the northeast, since by the time
: it's reached the first floor will have been pretty much all cleared out.

Without a shield recharger (excuse me, armor repolymerizer), we definitely need this.

: Loosen up rubble in annoying door room. Right now, there seems to be a lot
: of bouncing around and getting hung up on corners going on there.

Again, this is purely optional - of course, I did tend to get hung up on it now and then, but only occasionally and with that PB back at the beginning, it is much less of a problem.

: Increase delay on annoying door. I know Ian is trying to discourage being
: cheap and using the door for cover, but on DW that's the only feasible way
: to win, and it takes far longer than it should because of the switch/door
: setup. If you had another second or two to concentrate fire on the enemies
: it would be a lot more fun.

Like it or not, I think this is the only thing we can do here. I hate to really make it necessary to use the door for cover, but you're absolutely right - it's the only way to do it on DW. We could make the door lock-open-able, but then you'd be able to get back out which is clearly not what Ian intended. Of course we could use a platform switch to close it . . .

: Force the player to pick up the 1x health in the catacombs by closing off
: the path which allows you to descend without encountering the health. This
: could be done by adding a transparent texture to the wall right at the
: drop (line index 1100)

Sounds fine.

: Delete monster directly in front of the door in "run like hell"
: room, so that if you do realize you're supposed to run like hell you will
: always succeed instead of getting hung up on that guy and killed. Also,
: possibly delete monsters on one side of the following room for the same
: reason.

Again, any changes here will alter the original feel intended by Ian. I think a better solution might be a PB just before entering the area - that way the player doesn't have to keep dealing with the catacombs over and over again, making it more feasible to keep trying until they get it right. I think you had also talked about moving that 2X recharger to make it more accessible - more power to you on that.

: Add pattern buffer to end room, so you can continue to Burning down the Park
: without having to fight Michael each time.

Agreed.

Well, that sounds like a short list. This level will probably require quite a bit of beta testing to get it right.

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Pre-2004 Posts

Replies:

RED 1.1: Medatron of the VoidMark Levin 5/5/04 11:41 a.m.
     Re: RED 1.1: Medatron of the VoidSteve Levinson 5/5/04 1:13 p.m.
     Re: RED 1.1: Medatron of the VoidDr. John Sumner 5/5/04 1:59 p.m.
     Re: RED 1.1: Medatron of the VoidDylan 5/6/04 3:59 p.m.
           Re: RED 1.1: Medatron of the VoidMark Levin 5/6/04 4:32 p.m.
                 Re: RED 1.1: Medatron of the VoidMark Levin 5/6/04 5:55 p.m.

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