0.83b+hotfix critique
Guess I’m a sucker for critiques. Again, no need to reply…use this as food for thought.
General impressions
No fixed crashes anymore…good work. Only the LAV battle needs major re-balancing. Tank battle balancing is optional but still helpful. Still several aesthetic issues in the garage. Between the end of C2A5G to the start of C2A5H, you’ve given a total of 20-25 crossbow bolts, which is way too much of this ammo type in such a short span, so I’ll adjust accordingly. Regret vort is very cool. Like the 2 new areas as well and the new furnace valve placement. As most bugs are now squashed, I will focus on gameplay and aesthetics.
[COLOR=‘Lime’]Green=ammo/health, [COLOR=‘Red’]Red=bad
General
[COLOR=‘Lime’]When spawning in C2A5G, at least for the FINAL release, either 1) delete all health/ammo settings and make the player use impulse 101 to keep consistency w/BMS or 2) use the following health/ammo layout to account for a realistic playthrough of ST on Hard.
- health/battery-100,15
- all weapons enabled EXCEPT snarks and gluon gun; you forgot to give players tripmine and satchel
- tau ammo 60%, shotgun 80%, MP5 primary/glock 80%, all other ammo MAXED
You can now have some medics drop medkits when they die like they do in BMS. If you implement this, you MUST DELETE an equal number of medkits in the vicinity to maintain balance.
There are several sections where you’ve added (or failed to delete) solid white lines that are perpendicular to the direction of the road. You can see this in the garage, TOW courtyard, LAV courtyard (where the bunker roads intersect the main road), and the tank battle (tank spawn road to main road). This is entirely inconsistent w/BMS as well as real US roads and is aesthetically displeasing. Delete them all.
[b]C2A5G
Garage[/b]
Note that the door to access the garage does not retract fully when used. If this is your intention, ignore this comment.
[COLOR=‘lime’]Between the garage and the vent drop, 1 medkit needs to be deleted (too generous). Either 1) replace the health kit by the zombie ambush on the 1st floor w/a battery (players are already pushing 100 health from the 2 medkits in the vort shootout) or 2) just delete this medkit and reposition the battery (best medkit to delete gameplay wise).
Impaled marine is still unrealistic. Best fix: 1) curve the pipe impaling the marine UPWARD 2) rotate the marine’s body 180 degrees such that he’s facing AWAY from the player 3) impale the marine through the CHEST 4) add blood around the impaled site and on the pipe section protruding from the marine. These changes make sense because if the marine is using the jump pad he must be facing away from you in order to be impaled w/the current pipe placement. The marine mis-jumped and on his decent, his chest collided w/the upward curving pipe, with the bloodied pipe segment coming out of his back. Also no metal penis.
All parking spaces should be delineated by simple white lines as opposed to the striped lines you’ve been using. The design of the parking spaces at the FaF entrance works well if you subtract out the stripes.
On G floor, there’s still a lot of overlap between the large striped section and the white lines of the street leading to the spiral driveway. The street lines should be deleted when crossing OVER the striped section.
The parking lines on one side of the garage are often disjointed when compared w/the lines on the opposite side (image 1). You also see this problem w/the columns, which often do not align properly (image 2). Adjust car placement as necessary once you fix these problems. There’s also a major consistency issue w/how you use the parking lines. Generally, you place two striped lines close together to indicate one side of a parking space but will open them up to accommodate a column. However, sometimes when you open up the lines, you do not place a column there or you place it outside the lines, which is weird. All of these problems are the worst on the G floor but they also exist on the other floors so look carefully. Realistically, the columns supporting each floor should be in exactly the same position if they have not been destroyed.
The color of the spiral driveway road should match that of the roads in the rest of the garage. The spiral driveway was better in 0.82b because the level transitions were smoother. It currently feels like it has too many ramps, which creates an extremely abrupt appearance when the player approaches another floor. The new walls are nice though.
Swap a food vending machine on floor G w/a drink machine and vice versa on floor 1. Drink machines should dispense soda. This isn’t really important for health balance, just to maintain consistency w/BMS.
The stripes underneath the floor 1 vending machines should no longer be there as you’ve elevated this section. Replace w/a light gray color to reflect the new sidewalk appearance.
This section of the road on floor 1 still needs a correction (image 3). Delete the solid white line between the roads and connect the dotted lines. Fix the color discrepancy between the roads as well as all roads w/in the garage.
Delete the solid white line in this section of the road on floor 2 to keep consistency w/the other floors (image 4). There’s actually a serious problem where the spiral driveway is completely disjointed from the floor 2 road which is caused by the basic layout of the garage. You can fix this by curving the driveway into the road, though I think this will end up looking shitty. A much easier fix would be to coat this part of the driveway and the segment leading into the road w/debris.
Opacity effect still creates disappearing windows atop the carshop when viewed from certain angles. If you can’t fix, don’t worry about it.
Vent drop/car shop
Delete the flying sparks when using the lift w/the extensions. A functional piece of equipment shouldn’t be grinding against the shop’s floor.
Destroyed window debris should be more yellowish to match the original window. Delete the explosion effect in the window as it looks like water is gushing into the room.
[COLOR=‘lime’]Reduce health dispenser to 50 (never used the full amount, medkits in the courtyard).
TOW courtyard
Delete the big ugly black mark on the Agrunt hangar door but keep the little ones. You used this already and the grayish clay textures w/in the mark are inconsistent w/ the hangar door material.
[COLOR=‘Red’]If the player recklessly uses up all of the TOW missiles, he’s fucked as there is no way to leave the courtyard! Thus you must either 1) make the Agrunt silo door destructible w/conventional explosives 2) script an Agrunt to bust down the door if the player has expended all of his TOW (best solution).
Since you made the M35 destructible w/the TOW, the large vehicle adjacent to it should also be made destructible to keep consistency as it can be targeted as well. Otherwise, delete the destruction effect.
Tapping the sentry lightly against a vehicle will destroy it.
Harrier is still tilted prior to takeoff. After fixing, smooth out the angles of ascent, add an engine trail and some jet sounds. Or just delete it completely if it gives you trouble…it really adds nothing to the game.
Road leading to Osprey
[COLOR=‘Lime’]Move the sentry from the M35 to the LAV courtyard and rest it on top of a green crate. As it can’t be controlled by the player and has limited ammo, putting it closer to the actual battle will give the player much more control over what and when it targets. This is very smart from a gameplay design perspective.
Osprey/LAV courtyard
Once the evacuating marines get on top of the helipad, they should be shooting at the aliens. Currently, they just wiggle around w/o firing which is weird (the player doesn’t need to noclip to see this). This actually makes balancing easier as the marines should be able to kill off all of the pursuing aliens, which reduces variability. Simply re-add the dead aliens w/the next spawn.
[COLOR=‘Red’]Current fix to prevent Agrunt meleeing the front of the LAV is bad, as they will often just stand in front of it and hornet. This means that the HECU (really just the LAV) still wins ~70/30 on Hard. Numerically there should be enough aliens to take down the LAV (you may need an extra Agrunt or vort) assuming you can address this problem. One good fix might be to delete a couple of vorts in the initial spawn, then add a SECOND spawn consisting of 1 Agrunt and 2 vorts shortly after the LAV emerges and the marines start dying. Script the Agrunt to run directly to the SIDE of the LAV. He should almost guarantee an alien victory assuming the marines don’t kill him.
Swap the position of the bunker medic w/a rear soldier. Medics are the MVPs and would not realistically charge into battle in front of the other soldiers.
Didn’t realize this before but these are actually extensions of the bunker roads (image 5)…gotta fix them.
Delete the AC unit on the bunker as it looks really out of place.
The positioning of the camera does not correlate w/the image on the Barney monitor in C2A5H (see below). One or the other must change.
Move the second bunker (the one w/o the LAV and soldier) the same distance out as the first bunker. Again it’s kind of unusual to have them at different distances.
While standing on the helipad and jumping (or just standing on the now fixed Osprey debris), you can easily see the lightly colored bland metal plate sitting atop the bunkers and the adjacent regions. This plate should be deleted or at the very least recolored. You can also see these plates atop many of the buildings in C2A5G-H so if you decide to change, look carefully.
[b]C2A5H
Opening section[/b]
[COLOR=‘red’]Like the zombie, the security camera has a nasty habit of disappearing when loading directly from C2A5H.
The stairs in the dead Barney room should now lead to a DOOR, as players can now see w/in the room.
The placement of the wooden crates is really awkward. Either delete (better for performance) or add more crates to reinforce the idea.
More alien corpses by the broken wall…a single Agrunt is not enough justification for an airstrike. Plus the corpse is easily missed.
Tank battle
Usually getting around 4-5 alien survivors…use the following tips if you continue to rebalance: 1) BEFORE attempting rebalance, have the alien spawns closer to the tank after it is destroyed. By creating space between the marine reinforcements and the aliens, you reduce the chance of alien melee, decrease HECU accuracy w/minimal effect on alien accuracy and minimize spontaneous focus fire. All of this works in the alien’s favor as well as makes the battle more PREDICTABLE for balancing. Plus it also makes it easier for the player to snipe them. 2) if you spawn the rooftop Agrunt a little earlier, he will contribute to DPS throughout the engagement and thereby decrease your need for so many additional aliens. 3) gameplay wise, it’s best to place the rooftop Agrunt and his associated marine on the BATHROOM side. That way he can orient players to where they need to go should he survive. However, he may not have as clear a shot of the marines in this position.
Extend the swath of destruction cut by the manta beam till it is slightly UNDER the tank. There’s still a small segment missing.
All of the sidewalks look like they’re completely littered w/crap now. As BMS is a secure facility and scientists are conscientious people, I don’t think this would likely happen. 0.82b appearance was better.
The heat blur effect on one of the ACs near the tank spawn is a bit excessive. It looks like it’s distorting space-time, like the bounce pads. Consider deleting or toning down.
[COLOR=‘Lime’]The dead medic trapped near the gasworks exit gives crossbow bolts (unrealistic) and his placement looks really dumb. It’s as though he tripped and fell to his death as the other marines ran out to fight the aliens. Replace him w/some destructible crates, one of which yields 2 tripmines. Delete the bolts.
[COLOR=‘lime’]Delete the crossbow bolts in the new room by the hut and replace w/1 crate of uranium (or a pair of MP5 grenades or satchels). You can delete 1 crate of uranium by the Barney station or just keep as is.
[COLOR=‘lime’]Delete the RPG launcher by the dead marine, as you’ve given more than enough on the sniper rooftop.
[COLOR=‘Red’]The destroyed tank has a nasty habit of disappearing once players exit the gasworks.
Rooftop
[COLOR=‘red’]I still maintain that explosive barrels are an incredibly stupid idea…this discourages using regular barrels for cover, which limits gameplay diversity, and the player may already be seriously hurt. Revert to 0.81b settings. If you are serious about keeping it, here’s how to do it correctly 1) replace the explosive barrels w/explosive CRATES…these barrels are too new for the area and were only meant to be introduced in LC. Plus the flammable logo can’t be seen in the far barrel, even if rotated, because of the obstructing pipe and there is also color confusion w/the normal gray barrels 2) place a crate near the player and w/in his line of sight. Once he gets to the rooftop, script the sniper to destroy the near crate as a warning shot to orient the player (think HL2 where the sniper is gunning down crows). This demonstration crate must be positioned such that the detonation does NOT hurt the player. 3) move the good barrels CLOSER to the player such that they may be picked up earlier and used defensively.
Fix the ugly hangar rooftop in the background.
[COLOR=‘Lime’]Delete the new medkit on the rooftop…it’s really unnecessary given the 2 batteries and 3 medkits (one from a dead medic) by the hut/.50 cal. Plus it defeats the purpose of the furnace charger.
Satpipe and furnace
You created an inconsistency by deleting the red light on the satchel as the satchels in the car shop trap have red lights. As red is an important warning color, you should re-add it to the pipe satchel to avoid having to delete them in the car shop. Or do Chickenprot’s fix, which is good.
Delete these tiny vein like pipes and the abnormally orange pipe, as it’s feeding the satchel tunnel, which is weird (image 6). Remove the water droplets spontaneously popping out of the walls opposite the furnace. Aesthetically, the furnace room looked much better in 0.81b even w/the clipping and I think you should revert to those settings but keep the new valve placement. You can keep the water droplets if you do revert, as there was a water tower thing nearby.
Gasworks to end
[COLOR=‘lime’]Add a pair of batteries on the shelf in the janitor’s closet. The sentry and new spawns can be pretty brutal and previous battery power has been burnt up by now.
The new Apache crash looks unfeasible as both missile pylons are within the building even though the rooftop opening is super narrow. Quite frankly, it looks like the entire chopper should have fallen into the gasworks. Solution 1) revert to 0.81b appearance 2) angle the Apache such that one of the missile pylons is on TOP of the roof or alternatively destroy a missile pylon; you may need to adjust the rooftop opening as well.
The curved pipe of the steam puzzle clips slightly into the large drum. Consider fixing this.
Move the flame separating the Agrunt and vort more to the player’s left and reposition the vort accordingly. This is because Agrunt is quite mobile and has a tendency to run into and out of the flame, which is unrealistic. Perhaps you can prevent both he and the vort from doing this.
Place the second floor gun rack at eye level.
[COLOR=‘lime’]Now that you’ve added an empty health charger, the medkit in the Barney room seems too convenient. Delete it and add 30-35 health to the charger instead.
The view of the LAV courtyard as shown on the monitor is incorrect (camera is facing the opposite direction). All other monitors are fine.
Delete the down arrow on the “security room” logo above the door and re-center the logo. Direction arrows are only used on signs if the destination is far away.
When viewed from the outside, the hangar door exiting the gasworks is still far too close to the left to be realistic. Adjust if possible.
The downed Apache script is problematic. After exiting the gasworks, you can still climb onto the rooftop and see that the chopper is PERFECTLY positioned on the opposite rooftop. Realistically, the momentum from the Apache’s crash landing would have made it fall OFF of the rooftop. Solutions: 1) delete the script and replace it w/the 3 Osprey evac instead 2) have the Apache crash INTO the rooftop walls and shatter into debris (e.g. the Apache’s tail is closest to the player or the player views the crash from the side).
The 3 Osprey evac is difficult to see. When the player is by the .50 cal, have the Ospreys fly TOWARD (or away from) the player from a distance and be more PARALLEL to the road. This guarantees it will be seen as the player addresses the alien spawns.
[COLOR=‘lime’]Delete the medkit in the destructible crate leading to C2A5I and replace w/2 satchels or 2 MP5 grenades (whatever you didn’t use in the new room by the hut). FaF prep > health, as there’s a medkit by the charging vort and plenty more in the garg intro (as well as batteries).
Once the road door opens, delete the first white door you see. Note that this door is supposed to lead to the new area behind the hut but when viewed from w/in the hut, there’s just a wall in its place.
[b]C2A5I
Garg chase[/b]
Give Barney a line of dialogue if he survives to the snark vent as it seems kind of stupid that he can’t just jump on the pipe. Something along the lines of “I’m gonna wait here and see if I can find any survivors” or “I’m gonna sit this one out” should do.
[COLOR=‘Lime’]You can see the new snarks spawn from nowhere. Move the snark ammo pickup closer to where they spawn and use some moss to directly cover the spawn site.
[COLOR=‘Red’]The garg entrance should happen ONLY when the player drops on the pipe vent. The script STILL triggers when you are in the pipe.
The .50 cal by the garg does not fire and appears to be suspended in midair.
Now that players can run into the garg’s entrance site, there should be a large hole in the wall that’s inaccessible to the player because of debris to show where he came from. This doesn’t need to be scripted if it’s placed really far back by the hangar door.
Garg issues: 1) garg can frequently pin the player in many places, forcing a noclip 2) garg does patrol a little better now in both the pool and reservoir; however, he still occasionally makes little circular patrol paths.
Destroying the explosive crates by the radar tower should trigger it to fall if the detonation is near the tower. Note that the garg can also do this.
Use simple white lines to delineate the parking spaces in the entrance to FaF. Rotate the handicap sign 90 degrees such that the wheel faces the parking space’s exit (it’s currently inconsistent w/your garage signs and also unrealistic).
The dotted lines on the road leading into the FaF tunnel turn into a pair of solid lines which is unusual. Give the tunnel road dotted lines instead.
Either 1) revert the door opening rate closer to .82b speeds as it feels way too fast now when using a valve or 2) replace the valve w/a keypad. The rear door sorta auto-opens as well which is weird.
Add a cracking ceiling effect in the FaF tunnel. Consider making the garg killable with the artillery fire outside the FaF entrance (not a big deal because this can realistically only be done w/god mode). BTW very nice work on the garg scripts when he enters into the tunnel. This easter egg is turning out far better than killing him w/the artillery!
At the very end of the tunnel to FaF, there is a distinctly disjointed appearance of the central white line in the road between the segment before the white stripes and the segment after. Fix it by extending the whites stripes to the garage.