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Re: RED 1.1: Looking for Floaters | ||
Posted By: Steve Levinson | Date: 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
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
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
To say the least! |
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Replies: |
RED 1.1: Looking for Floaters | Mark Levin | 5/8/04 3:40 p.m. | |
Re: RED 1.1: Looking for Floaters | Steve Levinson | 5/8/04 8:01 p.m. |
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