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Re: Tempus Irae Volunteers: Theatre of Pain | ||
Posted By: Mark Levin | Date: 12/8/03 12:16 p.m. | |
In Response To: Re: Tempus Irae Volunteers: Theatre of Pain (Steve Levinson) : I did figure this
I think this was the idea, and it's not the first time TI has used this trick (I think there's a similar switch on Brain Damage). I also have no particular objection to it; sound is fundamentally different from images and has different uses (like indicating that something not immediately obvious has happened). : The ledge
Yes, IIRC this was the first place I actually got stuck and looked at the spoiler guide (on the first time through). Not good mapmaking at all, there are virtually no clues given and forcing the player to tab everything in sight is a major no-no. : This pillar bothers me in another way. In order to proceed you have to tab
Same problem as above; it's not a well-known convention or clear indication of an important element (the way a switch would be), and does not immediately leap to mind as something to do. The map does get a few points in both these places for locking us in the room (thus preventing us from becoming even more angry by exploring the entire huge level), but it's no excuse for an illogical puzzle. Also, I suspect the flicker is difficult to see in 256-color mode or at a low framerate. While this is not an issue today, it was when Tempus was released. : Of course a good player will explore and try to figure out how to open that
There's nothing wrong with a tortuously concealed secret. I know not many people would hop onto the pillar without a good reason, but that's why it's called a secret :P |
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Replies: |
Tempus Irae Volunteers: Theatre of Pain | Mark Levin | 12/7/03 9:39 p.m. | |
Re: Tempus Irae Volunteers: Theatre of Pain | Steve Levinson | 12/8/03 6:33 a.m. | |
Re: Tempus Irae Volunteers: Theatre of Pain | Mark Levin | 12/8/03 12:16 p.m. |
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