Fox, on 04 November 2014 - 10:16 PM, said:
Wow, I just looked into the editor and the effect in the first vacation level sucked. They added a floor rise effect instead of floor lower, so they were forced to touchplate on a random place the player must cross. Additionally the touchplate requires the player to stand on the floor, so on theory it should be possible to avoid its activation by jumping.
What I would have done: first I would remove the touchplate, change the door to floor lower, and add some Deathmatch-only switches to open it from both sides. Secondly, in the room where the level ends, but before the sector that triggers the end of level, I would add an area with a nukebutton which can only be opened with a Deathmatch-only switch. Player 2 would start in that area (like in E4L8), and a touchplate would lock the passage (only one side) of the sector that triggers the end of level (like in E1L2).
The problem with that is that you're influencing how things work in SP. imo it shouldn't be the business of a multiplayer fix to deal with that, no matter how better one think it may be.
Also, you're creating a whole new area for the 2p start, imo changes should work but while being as minimal as possible (also depending on how it's done that 2p start may influence DM balance if the start point is different, though it may not if done well). It isn't anyone's episode but Sunstorm Interactive's (and whoever owns the right to it nowadays). The smaller, most simple and less noticeable the fix is, the better it is.
NUKEMDAVE, on 04 November 2014 - 10:40 PM, said:
Well, there really isn't a big need for that area to be open anyway. There aren't any items to pick up in there (the same goes for all of the other areas near a level-ending sector throughout the expansions' maps, excluding in Hell to the Chief with one 30+ health pickup near the end that gets blocked off). I'll agree that it probably would've been better to do it that way, though. Not arguing with that.
Edit:
Here's a very good example of why I tampered with the textures:
*screenshot*
Don't just pay attention to that one texture that shouldn't be there, but check out all of the bricks/blocks you can see and compare to the bottom image. Hadn't there been big issues like this, I wouldn't have messed with anything. I understand wanting to keep things original, though, and I respect that.
Honestly, Nuclear Winter is shit and broken in countless ways. I wouldn't know where to start and where to stop if I wanted to 'fix' it, I think pretty much EVERYTHING would need to be redone... That's why I don't agree with such cosmetic changes, as minimal as they are. Those misaligned textures are part of the 'Nuclear Winter experience'. The question is, if you change this, why not improve shading, architecture or even the sprites themselves. Besides, I had honestly never noticed those misaligned textures in particular before while there are much more obvious issues that won't be touched because it would be considered too much to be respectful to the original material, so to me it doesn't really make sense to fix this and not that.
Trying to fix and improve NW would be an interesting fan-made patch though, released as a mod, but not as the official sold release. It was bad, probably because it was rushed and they ran out of time (though I also suspect a bad management of priorities on their part; due to how there is some pretty insane and un-necessary time-wasting shading in some levels while other things are unfinished...), that's how it is and a multiplayer fix isn't there to rewrite DN3D history. I understand the excitement and the interested one can have in such fixes though, but it's a different job.