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Re: Eternal Volunteers: The Incredable Hulk | ||
Posted By: Forrest of B.org | Date: 2/8/05 5:58 p.m. | |
In Response To: Re: Eternal Volunteers: The Incredable Hulk (Steve Levinson) : I take it you didn't play this on TC, did you? This map is challenging on
Because I didn't notice that and left the monsters on their default Activated-By: Player. I should have them set to Nearest Hostile instead, that should do it. Oh, um... and having the Hulks not marked as enemies of the Pfhor might have something to do with it too, heheh, heh... : The final terminal is interesting, particularly that point about dual host
Muahahahaha! This is one of my favorite parts :-) : The second half of the level is a different matter altogether. Has anyone
Actually that's just another bug I didn't catch. I play on Normal and didn't find the need to go back and recharge or anything, and I generally don't use pattern buffers to begin with (I figure if the maker of the scenario can't play through his own maps without dying, they must be too hard). I'll make sure that's fixed in X. : but there are only so many
: The only possibly successful strategy I've found is to head to the canyon's
: The new Jjaro weapon has a secondary trigger that in earlier marks functioned
Hmm, I wonder why that changed... I think I was intending to get rid of that function entirely. I was playing around with the idea of having weapons with interesting or unique secondary triggers on each weapon, like RED did - flight on the S'pht Orb, recharging health on the WMC, virulience (like EVIL's railgun) on the Fusion Cannon, the ability to one-two hit with the Pfhor staff (does anybody else use this?), dual fusion pistols, and so on. Then I decided to scrap some of them, like the Orb's flight ability and the WMC health charge, but I apparently neglected to remove either of them all the way. I think the big problem with this second area is that all the monsters activate immediately upon the start of the level, so the Hulks have already been defeated - and since the Juggernauts don't seem interested in them at all, that doesn't make much of a different. I think if I put more Hulks back there, have them activate when the player enters the area, and make the Pfhor primarily interested in killing them, you'll have many fewer Warpedoes to be dodging. |
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Replies: |
Eternal Volunteers: The Incredable Hulk | blake37 | 2/8/05 11:56 a.m. | |
Re: Eternal Volunteers: The Incredable Hulk | Steve Levinson | 2/8/05 4:48 p.m. | |
Re: Eternal Volunteers: The Incredable Hulk | blake37 | 2/8/05 5:28 p.m. | |
Re: Eternal Volunteers: The Incredable Hulk | Forrest of B.org | 2/8/05 5:58 p.m. |
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