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Re: Eternal Volunteers: The Incredable Hulk
Posted By: Forrest of B.orgDate: 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
: normal, but nearly impossible on TC. The second half, that is. You did
: raise an interesting point - the hulks will fight you if there are no
: Pfhor around, so you do need to stay clear of them. For the first half of
: the level, you really don't have to fight more than a handful of troopers
: - tops. If you get cornered, simply back out and let the Pfhor and hulks
: have at it, then proceed when the way is clear. Avoidance is the key to
: survival. Even on TC I can complete the first half in only a few minutes.
: One thing that's curious, I can understand why the hulks would fight the
: player, even though you seem to be fighting the Pfhor - they've never seen
: one of your kind before. The Pfhor on the other hand will fight you in
: preference to the hulks - at least it seems that way. Why do they consider
: you a graver threat than the rebellious hulks?

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
: identities being noted. Something isn't quite right, but we won't learn
: more until a couple of levels from now.

Muahahahaha! This is one of my favorite parts :-)

: The second half of the level is a different matter altogether. Has anyone
: reading this completed the second half on TC successfully? In a rather
: cruel twist, once you enter the second half, you can't seem to return to
: recharge your shields or save your game. It's not that a door closes on
: you, but the ceiling height is just high enough to let you exit, but not
: high enough for you to enter, due to the step height. I think the idea is
: that you're supposed to make a run for it

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
: jugger grenades that one can evade. I have little difficulty running
: through the bland canyons that blake noted, and I can manage to climb the
: canyon walls, sometimes even without getting torpedoed along the way. The
: problem occurs when I get to the point where I am right over the door to
: this area. At this point I invariably find myself facing 3 major juggers,
: all of which are flinging grenades at me. I can dodge one jugger's
: grenades, but not 3 of them at once.

: The only possibly successful strategy I've found is to head to the canyon's
: culdesac and wait a while until one jugger finds me. At this point I can
: run back to the beginning of the outdoor area and hope that the other
: monsters fight the juggers. Eventually I'll be discovered again and have
: to repeat the process. This costs a lot in shield strength, but it
: scatters the juggers enough that it eventually becomes possible to get
: past that bottleneck. If I manage to survive to this point, I generally
: die fighting the rest of the baddies as I leap from ledge to ledge, trying
: to reach the end teleporter. I can do it if I give myself more NRG, and
: even then after multiple attempts.

: The new Jjaro weapon has a secondary trigger that in earlier marks functioned
: as the reaver fusion mace in RED - it recharged the player's shields. This
: no longer seems to work, but it makes the same noise. Forrest, maybe this
: is the problem - the ability to use the Jjaro weapon to recharge shields
: would make that second area playable on TC.

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 Hulkblake37 2/8/05 11:56 a.m.
     Re: Eternal Volunteers: The Incredable HulkSteve Levinson 2/8/05 4:48 p.m.
           Re: Eternal Volunteers: The Incredable Hulkblake37 2/8/05 5:28 p.m.
           Re: Eternal Volunteers: The Incredable HulkForrest of B.org 2/8/05 5:58 p.m.

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