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Re: Eternal Volunteers - Run, Coward!
Posted By: D-M.A.Date: 2/13/05 11:36 p.m.

In Response To: Eternal Volunteers - Run, Coward! (Steve Levinson)

Yep, this is my work, although I never did any enemy placement for my levels, so I'll let Forrest take the blame for that :P
Regarding the design, I always tend to make human and Jjaro levels very symmetric. Too me, this looks cool, and I never really thought it bugged anyone else. I guess I'll have to rethink that abit then, aye? Thanks for the comments!

: OK, this will be my first post since taking over for blake 37. I'm going to
: try to get two posts in tonight since this one will be short.

: Somehow, the name of this level and the nature of gameplay just don't jibe,
: and I strongly suspect that the monster parameters were not set properly,
: making the level ridiculously tame. In fact, I would say this is
: hands-down the most boring level in Eternal as it stands now. D-M.A., if
: this is your work, I would also suggest some map revisions along with some
: of the ideas posted regarding Dread Not. The overall design is boxy and
: although the Jjaro's use of color tends to be muted compared to the Pfhor,
: it was never this bland in the Trilogy. Think back to Aye Mac Sicur -
: you need to get away from so many straight paths and so much symmetry.
: Now, on to the plot.

: We have returned to the Jjaro dreadnaught because Hathor has seized control
: and plans to use it to return to the future. In a sense, we know from the
: start that this is a failed timeline as we learn from Leela right away
: that the ship we just cleared out has been destroyed and, presumably along
: with it, the Drinnol rebellion. This is the end of the line and all we can
: do is to try to stop Hathor and trap her here. To do that, we must destroy
: the ship's cybernetic junction. We're never really told how to do this,
: but after a bit of exploration we will come to a switch in a corridor and
: then a series of 4 switches in a central area. Filpping these opens access
: to the south area of the map, which has some nice visuals. We ultimately
: come to a platform being guarded by a hunter, and a door behind the
: platform that leads to a transporter. The trick to get to that transporter
: is to tab on the door as the platform is descending, so you can enter
: before th platform rises again. The transporter throws you into space,
: from which you eventually teleport to the next level.

: What I think was supposed to happen on this level is that you were to be
: under continuous attack from defense drones, scattered throughout the
: dreadnaught. These drones are fixed to pedestals placed in all the
: corridors and they are immune to anything you might throw at them. Just
: sitting there, they look pretty silly, but if they were constantly firing
: at you, you would never have time to actually see them and you'ld likly
: think them to be turrets. Instead they only fire on the few remaining
: Pfhor, who do not activate until you enter each room. Overall the effect
: looks ridiculous. If the turrets were constantly firing on the player, on
: the other hand, the game would be lively and you would literally have to
: run. All those shield rechargers seen throughout the level would also make
: a lot more sense.

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Pre-2004 Posts

Replies:

Eternal Volunteers - Run, Coward!Steve Levinson 2/13/05 8:35 p.m.
     Re: Eternal Volunteers - Run, Coward!D-M.A. 2/13/05 11:36 p.m.
           Re: Eternal Volunteers - Run, Coward!D-M.A. 2/14/05 12:01 a.m.
                 Re: Eternal Volunteers - Run, Coward!Forrest of B.org 2/14/05 1:49 a.m.
                       Re: Eternal Volunteers - Run, Coward!Dr. John Sumner 2/14/05 2:34 a.m.
                             Re: Eternal Volunteers - Run, Coward!Forrest of B.org 2/14/05 5:34 p.m.

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