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Re: The 11th Hour - good job so far | ||
Posted By: Forrest of B.org | Date: 9/1/04 3:51 p.m. | |
In Response To: Re: The 11th Hour - good job so far (Steve Levinson) : Forrest, : I've been playing Mk II for a couple of hours on TC and have finished the
I added stairs to the first room (so you don't have to use the transporter), as well as to the big dropoff that you suggested. In making stairs for the dropoff I had to lower the ceiling for the next room, which blocked off the short route back from the later parts of the level, forcing players to go around to some hallways they otherwise could have skipped, which I thought was a happy accident. : You have some nice Marathonesque vistas
I didn't change the Set 4 textures at all, in too much of a hurry just to get Chapter 2 done, but there will be a round of revisions at some point hopefully soon, and making the terms/switches/etc metal instead of concrete is on the to-do list. Good idea about differentiating the switches too, I had planned to do that once a long time ago and I guess I just spaced on it or something. : Level 2 is tremendously improved. I
The new control room is DMA's doing. The underwater tunnels were an easy (partial) reimplementation of the old way things used to be like back when it was lava. I did get the 2-media info but I haven't implemented it yet, that's low on my priority list, but it's something to check out later. : But this brings up an important point - the sewage is not depleting
I'm not entirely sure that's a real bug, because I added a feature in Mark II. I realized that you can set an oxygen recharge or depletion rate for when the player is not underwater or in vaccum, and figured that it actually makes perfect sense that when you are IN THE AIR, your suit can recapture some of it's lost oxygen. I plan to make use of this at some later level, in chapter 5 most likely, where large portions are under water and you must surface in small breathable areas, under heavy attack, and hold your ground until you can recharge enough air to continue on through the next underwater segment. : BTW, the enforcers kill me just fine, now ;^) The exit from the
Ah, I know what happened here. In the old Lava version, that corner poly was at -9WU, and players naturally tried not to fall down there (it's also kinda hard to fall down such a narrow shaft in Marathon, unless you run your nose staight into the corner). I had changed it to be that way again, but then DMA sent me his revision and I forgot to make the change to that version too. Nevertheless, I think you're onto a better idea - hide the secret somewhere else, maybe in one of the parts of the level that you normally don't have to go to, or that are hard to get to with all the broken doors. : And thanks for the added chargers/PBs in
: Good work! Thanks Steve! You brought a smile to me face today :-) |
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