/-/S'pht-Translator-Active/-/ |
Re: Pfhoaphobia -- Compiler Activation Movie | ||
Posted By: Antarctico | Date: 8/19/13 10:56 a.m. | |
In Response To: Re: Pfhoaphobia -- Compiler Activation Movie (Godot) : Thanks got it to work... Nothing like an old-school .sit archive BinHex encoded. It is like it's 1996 all over again. : ...Yes indeed, you got the Compilers to come up. One of
: Looking at the 4 existing Vid films of this level, the players never let the
The only Vidmaster film of Phoraphobia I've seen was the Jim Mitchel version and only just yesterday as it was finally put up on YouTube. And, how nice it is that those old films are up in a more convenient format. :) : Using the Tuncer Deniz method of springing the trap and running back
In the original game, yes. You have to stand at the trigger poly or move slightly forward while engaging the Pfhor for the Compilers to come up. : In beta 3, the aliens are little bit faster on the draw I find. Just enough
I have to wonder why they seem quicker on the draw. Is there is some sort of engine value for monster activation delay that is quicker for the M2 Enforcers vs. the original, or is this is some unintended quirk of running an old game on a new-ish engine, or something else? Also, please consider this -- try testing this in the beta with Hopper's Classic Limits plugin. If you do not clear out the first closet in advance, but trigger the trap and run back, you should find that there will be fewer incidences of Compilers flying up to the corridor early, and sometimes when they do, rather than pursue you, they will become "forgetful" and cluster around the lip of the corridor overlooking the throne room. It is my contention that a good deal of the differences in play in this trap between the beta and the original are due to the higher default AI engine limits of Aleph One. The plugin sets these to M2 defaults, and this makes for some interesting changes in how this area can play out. : This will make Vidding this level more difficult as you can't reach the
If someone wants easy, that's what Kindergarten is for. ;) : I also noticed you used that *cough* technique of punching fighters
You've got me on that one. I have truthfully not seen that many vid movies over the years, and I only remembered this tip recently when I was vidding Defend THIS! for beta 1. I think I might have picked this up during my map making days. Thin polys can have all sorts of odd behaviors. Normally, I don't like working doors too much, but I was having fits from the original mouse controls, and I needed all the tricky help I could get. Still, it is rather funny, in a childish way, to have your punches be so mighty they blast right through doors. :)
|
|
Replies: |
|
Problems? Suggestions? Comments? Email maintainer@bungie.org Marathon's Story Forum is maintained with WebBBS 5.12. |