Thanks for all the comments.
MetHy, on 17 October 2012 - 03:15 PM, said:
I knew something was up with those crates but I kept trying to blow them up the first time through because they're made out of sprites.
They aren't made out of sprites, but I can see why one could think they are (they are square-ish... as in crate square-ish). Destructible crates I have done before in my maps, and I think it is a nice feature but in my opinion it is never obvious enough to the player because they usually have the reverse thought process (they are used to the solid crates of the original levels and most user maps, and never really try to blow them up, I think they check if one of them is open and holds a secret place more often than not). Happy that you liked the secret apartment - that area, along with several other instances such as the burning car, were direct references to E1L1 (and its Duke Nukem 64 counterpart for the burning car).
MetHy, on 17 October 2012 - 03:15 PM, said:
Also this time I even found a non-mandatory place I didn't go through the first time (the shop'n'bag) which made the following parts a bit easier.
It is a shame you missed the Shop N Bag the first time around, I really thought I had made the crack more obvious than that. After all the Shop N Bag holds the shotgun, night vision googles (very useful in the sewers, or during the swimming pool fight but you should already have been through that one), and a worthy amount of health and ammo. It triggers a fun fight against pigcops and commanders outside too !
MetHy, on 17 October 2012 - 03:15 PM, said:
-In the swimming pool reception, for some reasons the door of the booth that's supposed to open when you're walking on the sector didn't open the first time through the first time I played the map, only when I went back.
That's because the sector that triggers the effect (using a touchplate) is actually very thin, I re-used a triangle-shaped sector I had quickly made before to build the forcefield for that. I could have given the touchplate its own sector, but figured that seeing as it was just a quick, 'bonus' effect it wasn't really worth the ten seconds it would have taken, I actually like it when a (non-crucial) effect only happens randomly like that upon different playthroughs, so that it keeps surprising the player everytime. So many instances of such things to be found in the original levels as well depending on whether or not the player triggers a non-obvious touchplate.
MetHy, on 17 October 2012 - 03:15 PM, said:
-Are both BLords supposed to be standing on the floats of the swimming pool or just one? During my first play, 2 of them were standing for some time before the left one ended up underwater. During my 2nd play the 2nd one seemed to be directly underwater.
One of them is supposed to stay afloat and the other one is supposed to sink. Working with that little gameplay feature made me figure out a few things I didn't know in the Battlelord's behavior, which are always useful from a mapper's point of view : Battlelords are coded so that they will never get into water sectors unless they are directly spawned in them (otherwise they will get stuck at their limits as though they were stayput) ; if you spawn one at floor level on a water sector, it will stay afloat (and occasionally glitch a little during the shooting animations, looking like it's jumping a few inches out of the water while it is firing its guns) ; on the other hand if you spawn one a few inches off the ground on the water sector, it will sink and get warped to the underwater sector accordingly. I discovered that by accident, at first I wanted a double Battlelord underwater fight, but one of them would always stay afloat. Upon further investigation I understood why and fixed it, but I quickly realized that having to fight one of them in the pool above the surface, then another one underwater worked a lot better (it was more fun, added diversity and continuity, and they wouldn't accidently shoot each other as often). I like that the mortars thrown underwater by the second one can actually explode at the surface of the other sector too !
MetHy, on 17 October 2012 - 03:15 PM, said:
-I don't think it's possible to beat the boss with auto-aim on because the rockets keep shooting the spaceship just above the Cycloid.
That's weird, this started happening to me just one (very minor) revision before the final release and seeing as it had never happened before I assumed that it was a glitch related to the current playthrough. I did manage to kill the boss without turning autoaim off though, with the devastator, switching to mouse aiming instead and aiming for the bottom of the boss sprite, then it works. For some reason that is also the revision during which the rockets thrown by the boss started to behave awkwardly (when you stand too far away from the spaceship at street level, ie. near the swamp area thing, the rockets fly directly up to the sky and explode in mid-air, whereas they used to shoot downwards diagonally along the entire street regardless of the player's location, and would track him down for as long as he entered that street section).
MetHy, on 17 October 2012 - 03:15 PM, said:
P.S: speaking of the "MRCK touch" : did you notice the small reference I made to your maps in Galbadia? Hint : it's in the apartment with the NES.
I will go check !
EDIT - oh yes I remember seeing that and thinking it was smart ! nice !