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Re: RED 1.1: Heads or Tails? | ||
Posted By: Steve Levinson | Date: 5/18/04 10:25 a.m. | |
In Response To: RED 1.1: Heads or Tails? (Mark Levin) : This is, as before, one of my favorite levels in the scenario, so I can't
Not one of my favorite levels, but to each their own. Perhaps if I'd found the main secret on my own, I would have felt differently. : Remove the "premature" Josh and Mike ambush in the bridge room. I
I really didn't find this to be a problem. Yes, the first time through you will undoubtedly trigger the ambush, but there is a pattern buffer just before, so it's not a big deal. The surprising thing is that it is possible to defeat them if you work at it, evein on DW - it just takes incredible persistance. The only problem I see is that the player could easily think that they have to defeat them, adding an interesting plot element that could easily confuse the player if they do succeed. At the worst the niaive player could become frustrated and give up. In that context, it might be better to remove or at least alter the ambush. What I would suggest is that Michael and Joshua teleport out after a specified time, if this is possible, to make play more realistic. : Re-jigger infinite shotgun ammo so that there are always shells available in
Didn't realize that the shells weren't always available in the first place. : Change switches in bridge room to real wires, so they only take 1 shotgun
Fine with me. : Change login message in first terminal. The standard aesthetic-changes
In what way.? The login terminal is obviously from Michael, which would seem to be appropriate here. |
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Replies: |
RED 1.1: Heads or Tails? | Mark Levin | 5/18/04 9:53 a.m. | |
Re: RED 1.1: Heads or Tails? | Steve Levinson | 5/18/04 10:25 a.m. | |
Re: RED 1.1: Heads or Tails? | Dr. John Sumner | 5/18/04 11:55 a.m. | |
Re: RED 1.1: Heads or Tails? | Mark Levin | 5/18/04 1:00 p.m. |
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