Just finished playing it. Last time I tried it, most of it was on a pretty unfinished state. The first level has some gameplay annoyances that even knowing it kept me bothering. I was low on ammo most of the time and the waves of monsters were unnecesarily unfair and numerous. I´d describe the gameplay on this level as a survival. Also, even when I think I pointed this to Micky, it is very difficult to know where to go and what to do on many instances, buttons that do nothing (like that keypad at the edf base), buttons you don´t know what they do (in the colorful control room), openings that offer backtracking without a clear goal of why you have to go back there... I think there´s lot of improvement to do on future maps about how to guide the player to his goal. In the other hand, I really liked the UFO reference in that viewscreen (didn´t even know it was possible to trigger an event on activating a viewscreen) and the canyon parts were very moody with their massive view. Found an interesting bug, apparently we never thought about those flying drones being close to water, in that peaceful reseirvoir there was one, supposedly flying, that would spit bubbles and was invulnerable, and it would shot you even if you was underwater. The second map is a blast, like having casual sex inside a dressing room while the chick´s 7 feet husband is waiting outside. I died many times, all in different instances, and cursed the day we didn´t add an autosave function. Most of ifs path is very natural and you find yourself quiclky finding your way out like if it were a road, while you´re actually jumping from roofs to bridges and such. Only a few parts were quite difficult to figure out, and at that speed... crash!! It took me 3.30 minutes but I had to do some backtracking to gain speed in that playthrough, so I´d probably could have done it a bit faster. The third map is the one I was more familiar with, yet it´s a tribute to design and also very intense, got me impressed like the first time. I think though, that the layout wasn´t on par with the design, I wandered a lot because all those interconnections. The final battle was epic, with the terrain going crazy and those warmup wildpigs waves, but! there wasnt enough ammo and.. it was me or the cycloid projectiles were more powerful?
All in all, it´s a great pack. It shows that Davox has made very positive changes on his pass through the gaming industry and Micky keeps learning too -
My advice would be to focus on how the player sees a map, it´s not enough that you can beat your own map, noone can be objective about his own design, you have to look at your layouts with the eyes of a kid, light and color get the attention, eye level gets the attention first, use them with discretion, like if the player were a donkey and those were the carrot. Sometimes obvious is better than indiscernible, and check your horizontal scales-. The music keeps you up all the time, like if you were plugged to a 220v cord and the shotgun.. well.. it´s not bad but Duke all of a sudden has gloves when using it and the muzzleflash is horrible.
I would not say I´d blend this pack with the mod as an official episode, but that has nothing to do with its quality. It´s more related to my distorted vision of where the mod should go if it keeps being updated. Yet this is a different approach with a much more challenging (and probably entertaining too) gameplay and a much bolder design and, of course, very enjoyable. If I ever am on the righ mood again, wouldn´t mind to add a few custom tiles to trim it a bit more, so the century this mod is updated, the DLC gets updated too.
Bloodshot, on 23 November 2013 - 11:21 AM, said:
It feels good to see my DNF rpg sprite and FC3 shotgun conversion used in such a good mod
Sorry for breaking your hearth but we didn´t use your RPG sprite, I cropped it from a DNF screenshot and then added some very subtle touches on it.