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![]() | Re: Tempus Irae Volunteers - Polygonium Opus | |
![]() | Posted By: Mark Levin | Date: 11/29/03 8:44 a.m. |
![]() | In Response To: Tempus Irae Volunteers - Polygonium Opus (Steve Levinson) : I really hate to bash another level after I just got done bashing Wiping Away
I see this level almost as a break, both for the player and the mapmaker, from the relatively static environments of Earth to a map free to include the dynamic elements that make a map fun to play and design and that, as the spoiler for Never Satisfied points out, are lacking in most of TI's other maps. Dynamic lights, much freer use of platforms, doors that can be tabbed open, health chargers, the high-tech texture set, and so on. I also don't see this level as really having so many flaws; of the ones you mentioned, the vacuum problem is an engine limitation and there's not really much you could do about it (the liquid trick does rather change the gameplay). The idea that the S'pht have flags and the Pfhor have families is not really contradicted by anything else in the canonical universe (besides the imfamous "Pfhor mating ritual" letter :P), and I don't find them that objectionable. The bugs with the Hunter encounter are less excusable, especially given that TI was once rereleased with various other problems fixed. The mapmaking is, in general, much more polygon-heavy than the Earth environments. There are complex shadow effects, split polygons, and tiny detailing all over the place. : Why would the Pfhor have had any interest in keeping these revered
I'd been wondering about that myself, when I encountered the terminal that discusses the "secret" entrance to the bridge. How could the Pfhor not have known what was built aboard their ship? The terminals on this level and the previous repository definitely merit further investigation. On Normal, the Elders are much tougher relative to the Pfhor, and 2 of them survived. One of them died instantly when I entered his room; not sure what happened there. One is simply absent, you use his cell to access the overhead maintenance paths. This doesn't exactly match the 4 elders the terminals requests that you save, though. : Perhaps I just don't like
As above, I don't think this really deviates from the tone. We've already seen individual Pfhor personified in Marathon Infinity terminals. : OK, now that I've thoroughly trashed this level, let me talk about what's
My favorite part of this level was the large "control room" where you must dodge around banks of computers while monsters shoot at you from a high ledge. You can't stop moving to get a clear shot without having grenades shot back down at you, and I was too low on health to allow that to happen. One other minor problem with this level is the use of the gray Fighters and Hunters and light blue Troopers in large quantities. In MI, these were established as the "super" versions of the normal monsters, but here they're not much better than the standard colors. Other scenarios (notably Rubicon) have developed custom color pallettes for the monsters, why not here? They were already planning to heavily alter the shapes file anyway. |
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![]() | Replies: |
![]() | Tempus Irae Volunteers - Polygonium Opus | Steve Levinson | 11/28/03 11:35 a.m. |
![]() | Re: Tempus Irae Volunteers - Polygonium Opus | Gholsbane | 11/28/03 12:25 p.m. |
![]() | Re: Tempus Irae Volunteers - Polygonium Opus | Keith Palmer | 11/28/03 4:03 p.m. |
![]() | Re: Tempus Irae Volunteers - Polygonium Opus | Mark Levin | 11/29/03 8:44 a.m. |
![]() | Re: Tempus Irae Volunteers - Polygonium Opus | Steve Levinson | 11/29/03 7:32 p.m. |
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