: Mark, before we get into discussing the next level for RED 1.1, could you
: post a brief account of the changes we have agreed on for the first four
: levels? I think it would do us good before we get deeper into this.
Too tired to kill:
-Add a briefing to the terminal in the starting room, instructing the player to talk to Ian in the hangar.
-Add text to both terminals in the Hydroponics area.
-Add 1x recharger panel to starting room adjacent to terminal.
Noises in the Dark:
-Make all monsters vulnerable to Fists.
-Prevent annoying door from killing player.
-Make recharger in "home base" more visible.
-Check catacombs for sticky walls.
Needs more duct tape:
-Remove vestigial switch in door to starting room.
-Remove infinitely regenerating Beasts.
-Make terminal and PB in reactor control room initially active.
-Large switch in reactor control room raises recharger (in addition to what it already does- unlocking hydroponics)
-Edit reactor control room terminal to reflect level changes.
-Smashable panel in Hydroponics now only opens cargo bay.
-Chip switch in reactor control now opens level exit.
I haven't added Why did it Stop to my "official" list yet, as we're still actively discussing it, but based on the thread so far:
-Prevent tabbing the switch through the wall (make underground passage required).
-1x *canister* shortly after first pass through "elevator shaft".
-Switch that raises half the "elevator shaft" raises the entire shaft (so you can't fall back into the first half of the level).
-Move pattern buffer closer down the corridor, so it can be reached without triggering the Beetle ambush.
-Make auto-exit polygon into a yellow block like the ones on G3 Sunbathing.