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Re: RED 1.1: Looking for Floaters
Posted By: Steve LevinsonDate: 5/8/04 8:01 p.m.

In Response To: RED 1.1: Looking for Floaters (Mark Levin)

: This level is pretty good, if confusing, and except for a bug at the end it
: doesn't need much touching up.

Hmm . . . I enjoyed this level and in fact found it very clever, but it really is confusing. Not helping things is that the two sets of tunnels line up on top of each other, making it impossible to see where you are in map mode. It's not easy to figure out where to go, that you need to drop down into the water, or that there are ladders to go up and down between the two layers. The 2X recharger is quite easy to miss and the level is nearly unplayable without it. And the second pattern buffer is oh so far into the level.

: The only major problem I had with this level was how confusing the layout
: was. I think it could benefit from having some sort of text explanation or
: walkthrough in the terminal with the level layout visible.

Well, this would probably help, but it's oh so difficult to explain in text and visually where to go. Perhaps a scenery object - say a red light or some such thing - at the entrance to each place the player must go. I would also consider adding a pattern buffer earlier in the level - say in that room that the recharger silo exits into. Just a thought . . .

: Change the Gattler in the final battle into Michael as Ian intended. We may
: need to tweak the fight further after that change is made and tested, as
: his behavior is very different from the Gattler's.

To say the least!

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Replies:

RED 1.1: Looking for FloatersMark Levin 5/8/04 3:40 p.m.
     Re: RED 1.1: Looking for FloatersSteve Levinson 5/8/04 8:01 p.m.

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