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Vacuum Levels | ||
Posted By: Steve Levinson | Date: 2/6/04 5:36 a.m. | |
In Response To: Re: Evil Volunteers: Code 42 (Mark Levin) : We have encountered very, very few vacuum levels in our travels; Marathon 2
Done well, vacuum levels add a very interesting element to gameplay. Adding a time element can distract the player from exploration, but it can also require the player to focus much more on strategy. IMO the optimum vacuum level has just enough O2 power-ups/rechargers to allow the player the full flexibility to explore, but to have to plan. The biggest danger is saving one's game without paying attention to that blue O2 bar. I once made this grave error playing a vacuum level in a scenario called Operation Vengeance - I'm trying to recall who authored that scenario ;^) - but I collapsed almost immediately after saving. I had no choice but to use a saved game editor, since I didn't have another saved game - a pretty stupid mistake. I paid pennance by deliberately wasting a fusion battery, which is what it would have cost me in the first place if I hadn't tried to conserve ammo by fisting the compilers. If I could redesign the game engine, there would always be a backup saved game from the start of any level. From a mapmaker's standpoint, there should probably always be an O2 recharger next to every pattern buffer. : In Marathon 1, G4 Sunbathing is arguably the best vacuum level in any of the
Agreed - G4 is still the best. For those of you who have only played the M1A1 version, however, it must be noted that things don't work nearly as well as in the original. At least when playing on TC, the player inevitably ends up getting ambushed by a hoard of cloaked S'Pht, leaving no time to refill on O2. Use any weapon other than fists in tight quarters and you're dead. Trap the compilers in a narrow passage and fist them individually and you'll end up running out of oxygen. Strategizing around this fundamental flaw is extremely difficult. Don't give up - it can be done. : In Marathon Infinity, Acme Station ups the difficulty, and also cuts
My problem with Acme is that it's far too easy for the novice player to run out of O2. It's easy for experienced players to talk about it being easy, but how many of us made it through with oxygen to spare the first time we played it? Don't get me wrong - it's a fun level, but it really stretches the limits of what a player should be expected to do and it leaves no room to recover if the player fails to keep a prior saved game on hand. Worst of all, the next level is also a vacuum level - if you reach the end with barely any oxygen left, you can still get stuck. As Mark notes, On TC the O2 deficit can be particularly stark. Unless you're John Sumner, you basically have to make a choice between conserving oxygen and conserving shields. Were it not for the secret 2X recharger, I doubt that I could survive this level on TC. : On Post Naval Trauma, a very large leve, it takes a very long
The Spoiler Guide actually suggest that it's OK to cheat - that it was unfair to place this level right after Acme Station. Although I don't condone cheating (in reality, you only cheat yourself), I have to agree that this was not a fair arrangement and that until the player knows where they need to go, the liklihood of reaching that first recharger intact is incredibly small. There is also a major inconsistency on this level in that there are numerous enforcers, even though elsewhere we have learned that they're not vacuum-enabled. This has been fodder for many discussions in the Story Forum in the past. : In Tempus Irae, the only
Rubicon has 4 vacuum levels: We Dream You, A little further, iwannavacuum and the secret level Breathing Nothing at all. None of these are memorable and changes are planned for Rubicon X to make soem of them more enjoyable. One of the best uses of vacuum IMO is in Ben Potter's Fell, in the level The Felt Need. One interesting thing about this level is that Ben gets around the issue of enforcers in a vacuum by claiming that the ship is filled with a gas that the Pfhor can breathe, but we can't. Although it's possible to get trapped at a pattern buffer without oxygen, it's much less likely than in other scenarios as there is an O2 recharger right next to one of the pattern buffers and it's not far from the others to an oxygen supply. Unfortunately, it is a huge level, so the O2 factor does become significant in places. Still, this is one of the best levels in terms of forcing the player to strategize that can still be played at one's leasure and that is beatable. |
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Replies: |
Evil Volunteers: Code 42 | Steve Levinson | 2/5/04 2:41 p.m. | |
Re: Evil Volunteers: Code 42 | Mark Levin | 2/5/04 5:03 p.m. | |
Re: Evil Volunteers: Code 42 | Mark Levin | 2/5/04 5:10 p.m. | |
Vacuum Levels | Steve Levinson | 2/6/04 5:36 a.m. | |
Re: Vacuum Levels | Dr. John Sumner | 2/6/04 6:58 a.m. | |
Re: Vacuum Levels | Steve Levinson | 2/6/04 7:32 a.m. | |
Re: Vacuum Levels | Dr. John Sumner | 2/6/04 7:52 a.m. | |
Re: Vacuum Levels | Mark Levin | 2/6/04 7:37 a.m. | |
Invincible Oxygen | Steve Levinson | 2/7/04 2:49 p.m. | |
rofl | Mark Levin | 2/7/04 3:56 p.m. | |
Re: rofl | Steve Levinson | 2/7/04 5:43 p.m. | |
Re: rofl | Little Kago | 2/7/04 6:53 p.m. | |
Re: rofl | Mark Levin | 2/7/04 9:05 p.m. | |
Re: rofl | Steve Levinson | 2/8/04 5:49 a.m. | |
Re: Vacuum Levels | Ben A. Potter | 2/6/04 2:22 p.m. | |
Re: Vacuum Levels | C Lund | 2/9/04 12:48 a.m. | |
Re: Evil Volunteers: Code 42 | Elliott | 2/5/04 6:22 p.m. | |
Re: Evil Volunteers: Code 42 | darakat | 2/10/04 2:38 p.m. |
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