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Re: Not so eternally bored after all | ||
Posted By: Forrest of B.org | Date: 8/12/04 9:13 p.m. | |
In Response To: Not so eternally bored after all (Steve Levinson) : Well, I've finished Mark 1 of Eternal and can now comment more fully on the
Thank you for the compliments on the story. The idea about allowing players to choose a 'master' (none of them are really your 'master' exactly in a story context, they all need you) is interesting but would require the creation of significantly more maps, so it probably won't happen. It also goes sort of against the idea portrayed in Eternal of the "one true timeline" - that things NEED to go a certain way, with very little room for variance, otherwise the universe will eventually, sometime down the road, end in disaster. However, not all branch points are time-based - some of them depend only on what terminal you take out of the level, effectively being "which master you choose", and others on entirely other factors like whether or not you complete optional secondary objectives. : We've already talked about textures and this is truly the last thing that
Good point about the terminals/chargers/etc. That's a fairly easy thing to fix too. Also, did you not notice that there ARE a good number of different materials used? The texture sets all feature combinations of eight "widgets" (the different shapes/things on the texture), in three "materials" (in the Marathon set, these are a canvas wallpaper, stone/concrete, and metal), and five colors. Maybe I just need to make the distinction between the three materials more noticable. : I now have some specific suggestions and comments, level by level: 0) The
This was (and still is, eventually) intended to be a prologue level. Just ran out of time to make it. The first section will be a chapter screen, the second section a terminal from Hathor on the level that follows it. : 1) Deja Vu All Over Again: I dunno - It's an OK level, but it doesn't really
The drop-away wall is easy enough to fix. As for getting lost, one problem I know needs addressing is the utter lack of maps in the terminals. I intended to put them in many places and, once again, just ran out of time to do it right. Hmm... does the #CHECKPOINT terminal section work in Aleph One? Would make inserting maps much easier... : 2) Boiler Room: This is probably the weakest of the levels, although the
Right, the dead end has been fixed. This level used to be a lot more interesting in an older version, when it was a Lava level (which is why there are so many chargers all over). I had the story excuse that overflows had jammed up some of the doorways, so even though you knew exactly where the chip was, you couldn't just walk straight through to it, some doors were partly blocked, you had to run around (hence the outer corridor, which was itself partly blocked in places), and once you got into the vat with the chip, the only way to get out in the right direction (toward the recepticle) was to swim through the lava across some channels connecting the vats. When D.M-A retextured it (the Lava set is used exclusively for Lh'owon and the end-chapter dreams now) he adjusted the floor heights so that all the doors were passable (makes sense, since it's no longer lava), and since the media is nondamaging now, the inter-vat channels made it easy just to swim straight to the chip, and the level got very short. So I guess I gotta think up some new excuse to make the level less easy to get around in. Any ideas? : 3) Stark Raven Mad - this is a very interesting Pfhor level with some cool
Hmmm, the symmetry thing is gonna be a big problem. In general, I make smaller vessels (ships, small spacestations) more symmetrical, and larger areas (the Marathon, outdoors on Lh'owon, etc) less symmetrical. I've already got a lot of Pfhor levels built very symmetrically, some of the best levels in the game IMO (Gamma Knife Therapy is probably the best map I've ever made, you won't see it until Ch3 though). I thought I fixed that untextured door, someone reported it before release. I'm also aware of the two untextured surfaces in the opening room that I never noticed because I always run like hell at the start of the level. And good to know that the ambush is too hard on TC, cause the Enforcers CAN kill you now. :-) And which Juggernaut bay do you mean, the one you start in or the "funhouse" with all the colored bars containing idle Juggies? Either way, thanks. : 4) G3 Moontanning: I think you have my comments already, but the layout is a
Yes, skipping one of the first two switches is acceptable and one of the ways that you have to play it to beat the level in time. (Real spaces aren't built so linearly that you have to push every button you see in order to get through. In level 15, which I'm building now, there's a nice big room full of smashable wires that don't do anything gameplay-wise, they're just wires in a computer core irrelevant to your objective, why do you wanna go smashing them up like that?) I am going to make the timer stop when you smash both wires, one way or another. And I suppose it is acceptable to make the timer longer, even for lower difficulties. I just want to make sure there is *some* good chance of failure, and I guess most people will probably kill every monster they see, recharge their O2 whenever they can, and explore thoroughly without realizing they ACTUALLY NEED TO HURRY, so another 2 mins to let those who are trying to hurry actually make it seems reasonable. Maybe I'll make it 314 seconds instead. :-) : 5) Un-wired: This level along with level 6 is what led to my first post. To
Yeah, the random triggers on this level really really bugged me, but I had to have a level 5, so I took what Bill gave me. Oddly enough some people actually liked them, said it felt like the original Marathon with Durandal being all wacky. But I'd rather be without them if I could. This'll probably be the first level I'll have Adam redo when he starts revising Ch1. : 6) Core Done Blew: This is actually a very good level except for one thing -
Already lowered the monster regen some (by half), but I guess I need to lower it more. : 7) Inti Omega: This is a really cool level - very nicely done. I especially
Good idea. : 8) I Can't Believe It's Not Total Carnage: Well, for me, it is. I've already
He's in Italy? But yeah, I definitely want more maps from him. And everyone else too, grr! [snaps whip] Don't make me put on my pleather chaps! Erm... sorry, wrong forum... : 9) Can't TOTZ This: Well, on the plus side, unlike level 6, this one can be
This is another one of those levels that I wanted to be completely redone, but didn't really have time to. Tycho's comments that "this area has been repurposed many times and is currently nonfunctional" are basically my tongue-in-cheek way of saying that this is one of the oldest maps in the scenario, it's been changed around a billion times (in Forge you can still almost see the resemblance to a TOZ-T in profile, hence the old name), and I'm sorry it's such crap. One question: how did you manage to fall down the center of the pillar? The whole thing is supposed to rise as one piece. And I'll turn down the respawn rate as in level 6. : 10) Where Giants Have Fallen: I'll wait to comment on this once I see how it
I shiver with antici ....... ....... ....... pation. : I have a couple of additional thoughts. Firstly, if you want to make this
I'll give those ideas some consideration, or more likely tell Adam to give them consideration when he's revamping Ch1, but in my defense are, I intentionally placed the entire plot (at least, the "success" branch) outside of areas that could influence the original Marathon story, so as not to screw up that timeline. Before the netsplit, you're in an area that the Pfhor have been cutting sensors in; after it, the netsplit has isolated your area from the rest of the network, and then you purposefully isolate it further. All this, from an outside-of-the-story author's perspective, is to make sure that nothing you do affects the original Marathon timeline. The "failure" branch is a failure BECAUSE it does change the timeline. Even Tycho's destruction... he was "destroyed in the initial attack" according to Leela in M1 (which is still going on when we leave Marathon in Eternal), and then later "assimilated" and reassembled by the S'pht in Durandal's image. The way Tycho was destroyed in Eternal, and he even mentions this, is in a way that large parts of his program are recoverable, frozen in memory, though he could not be recovered the same. Hence the different Tycho we find in M2, rebuilt by the S'pht under Pfhor command... The second point is, as I have mentioned before, Eternal is not about the Marathon. Chapter 1 is, and making it feel more like Marathon would be good for the atmosphere of that chapter, but it's not a pivotal point for the entire scenario. From here on out we go father and father afield, though chapter 3 does see a return to some familiar sites. As an aside, have you read the Story Synopsis? If not, please don't... I'd like to see someone's unspoiled reactions to how the plot develops. : Finally, your AI cores are very interesting. You have circular rooms with
But should Marathon AI cores be primitive compared to the Pfhor? We're told that the Pfhor have pathetically primitive AIs compared to those on the Marathon, and there has been much suggestion that the Marathon AIs were in fact based on Jjaro technology. The wires you smash are referred to in Eternal as "cyber-neural nets", and though it's not explicity stated, in the Eternalified Maraverse in my head, they are specific circuits just for AI processing. These are not just general-purpose computing centers, they are dedicated AI brains. Maybe based on Jjaro technology? I don't know. But I think they look cool. :-) : Good luck with everything, Forrest. Again, I'll be happy to beta test as work
Thanks! I feel a lot better now :-) |
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Replies: |
Not so eternally bored after all | Steve Levinson | 8/12/04 12:06 p.m. | |
Re: Not so eternally bored after all | Yossarian | 8/12/04 12:38 p.m. | |
Re: Not so eternally bored after all | Mr. Cactus | 8/12/04 8:06 p.m. | |
Re: Not so eternally bored after all | Forrest of B.org | 8/12/04 9:13 p.m. | |
Re: Not so eternally bored after all | D-M.A. | 8/13/04 5:50 a.m. | |
Re: Not so eternally bored after all | Steve Levinson | 8/13/04 7:18 a.m. | |
Re: Not so eternally bored after all | Forrest of B.org | 8/13/04 11:46 a.m. | |
Re: Not so eternally bored after all | Steve Levinson | 8/13/04 12:13 p.m. | |
Re: Not so eternally bored after all | Forrest of B.org | 8/13/04 12:49 p.m. | |
Re: Not so eternally bored after all | Steve Levinson | 8/13/04 1:29 p.m. | |
Re: Not so eternally bored after all | Ben A. Potter | 8/13/04 2:02 p.m. | |
Re: Not so eternally bored after all | Forrest of B.org | 8/13/04 4:26 p.m. | |
Re: Not so eternally bored after all | Blayne | 8/13/04 2:01 p.m. | |
Re: Not so eternally bored after all | Forrest of B.org | 8/13/04 4:30 p.m. |
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