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AMC TC Episode 2 release!  "COME GET IT!"

User is offline   Jblade 

#331

Apart from having more enemies, enemies get more accurate and have less chance of dropping stuff. They're more aggressive in general and some enemies utilize their alternate attacks more (so on Armageddon, the Cybertours fire homing rockets much more frequently) On Armageddon enemies do 2x damage as well, this is something I phased out of professional but I think still fits for the last mode. I have been working on trying to improve enemy AI and giving them more abilities on the harder modes, but it's a lot of work to go through.
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User is offline   MetHy 

#332

I thought I'd give a go at ep1 from scratch with all the latest updates. I started no professional but i'm getting raped by all those pigcops firing explosives in the outdoor section ! This is just the first map so I'll probably just go with Expert.

Also I'm playing as Rusty and I can't seem to use the VR in the first map (the one which activates turrets iirc). Is that normal? Maybe it needs to be turned on by something and I'm just not remembering that.

This post has been edited by MetHy: 21 July 2015 - 08:54 AM

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User is offline   Jblade 

#333

Only Geoffrey and Mikko can use VR stations (Rusty can talk to the spirits located around maps to get more backstory)
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User is offline   MetHy 

#334

so i'm replaying it all on Expert indeed. I just beat Millhaven, I love that map, it has that unique "small town in desert America" feel to it that I love, you know like in the 2nd mission of Parasite Eve 2.

Only playing the episode several times can make you really enjoy all characters.

I remember having trouble with that map first time through because of Sorcerers and their armor, but this time I was fine since I knew which weapon to use.

where is the key for those doors? I couldn't find it. Also it would help if the keys showed up in the inventory, they don't for this map.
http://i101.photobuc...zpshovfhepl.png

You can see the button through the cashier here
http://i101.photobuc...zps2pdxj3rl.png

A visual glitch from the first map with the slopes here:
http://i101.photobuc...zpsknyf6ten.png

Also when I was in the map that was some underground indoor with a lot of archives-type furnitures, the auto-map said I had found 1 out of 0 secrets.

Oh, and I also had the ammo type switching glitch with the crossbow, sometimes when I choose ammo type 2 it gives me ammo type 1 anyway and I have to try several times or input the wrong number to get the type I want.

This post has been edited by MetHy: 23 July 2015 - 07:19 AM

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User is offline   Jblade 

#335

There's just 2 keys for the 4 doors there, you can only open 2 of them per play through :) Thanks for pointing out the switch, a side effect of the voxel model stuff.

That ammo input glitch is annoying, but I do hope to fix it in time for the next playthrough. Funnily enough I remember PE2, that was a pretty damn good game (the first never got released over here though so I can't speak for that one)
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User is offline   MetHy 

#336

Few more small things from Ep1 :

You can see the weapon names through the explanation sub menu brought up by alt-fire
http://i101.photobuc...zpsmdurjp8b.png

The chopper got stuck in the tank, akin to how pigcon recon cars can get stuck in stuff sometimes
http://i101.photobuc...zpsu2qndbff.png

The guys went for a swin, the water was so good they couldn't come back
http://i101.photobuc...zps6bpwkjzn.png

How the hell am I suppose to kill this guy? i've checked everywhere in the map up to this point and even found the secret, there isn't a single weapon or ammo type avalaible that's strong against him. It takes forever to kill him with normal bullets and actually I'm not even sure it does hurt him at all... so unless you bring a weapon strong against him AND save it for him, you're fucked?! Gonna have to restart the mission....
http://i101.photobuc...zps0fkiltjf.png

I remember having trouble in Highwire's+James' optional map (the 2 screenshots above) the first time I played it, I remember struggling with ammo and health. This time I was swimming in everything. Though I don't know if it's because I know the map now, that I got better at the game, that I found the secret places this time trhough, or if you added stuff. Maybe all of it together, so it's probably fine.

Still enjoying it a lot overall.

Edit : my bad, I had forgotten the basic assult rifle had an armour percing option as alt fire. Kinda weird that it's not on all the time actually but nvm. The game reminds you of that JUST after you meet that grey Baron of hell.

This post has been edited by MetHy: 25 July 2015 - 06:33 AM

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User is offline   Jblade 

#337

View PostMetHy, on 25 July 2015 - 06:17 AM, said:

my bad, I had forgotten the basic assult rifle had an armour percing option as alt fire. Kinda weird that it's not on all the time actually but nvm. The game reminds you of that JUST after you meet that grey Baron of hell.

It's kind of a gimmicky feature on that AR, but the AP rounds aren't as damaging as normal rounds against standard enemies.

I've tried to fix that damn pool, but I haven't had much luck - the Helicopter is kind of unfortunate but I might be able to disable clipping on it whilst it's moving from certain spots to prevent that.

I did some work on revamping Revolution since it was the least liked map of episode 1 by far - I added more supplies, moved enemies around so they varied a bit more on the y-axis, and also overhauled the lighting in the palace a bit so it wasn't all just bright white.

When you play through Providence, remember to save up some armour piercing stuff when playing as myself (the vast to the left of the inner door of the Clocktower has 2 boxes of flechette shells you can grab for that purpose)

This post has been edited by Jblade: 25 July 2015 - 07:14 AM

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User is offline   Jblade 

#338

That reminds me btw, have you found the secret levels in EP2 yet? IIRC you may of already played Repent but there's 3 more to find (1 in Big trouble in China, and another in Fishing Wharf - both of the trails start with a PC you can find in the levels) The last one is located in Loke's level, Far mountain reaches.
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User is offline   MetHy 

#339

I don't believe I found any secret level but I may have without realizing it?

Providence is great, probably the highlight of EP1 so far alongside Millhaven. It sorts of remind of Death Wish in the way it creates a believeable, yet eerie, environment with Blood's assets.

Ep1 as a whole seems more solid and coherent than 2; but then again, I'll probably have the same feeling with Ep2 when I replay it.

A few minor things :

Those grey armors appear slightly bigger than what they really are when they idle; and get to normal size once they wake up. You know, like Newbeasts can.
http://i101.photobuc...zpsvov5f2rw.png

I think it would be nice if it was possible to pick up ladders while crouching. All this time playing Ep2 and replaying Ep1 I missed every ladder going down and fell down because I'd always try to use them while crouching, a nasty habit I got with ladders in FPS games ever since Half-Life. Turns out your ladder system is great after all and there is no way one would miss the ladder and fall.. unless he does like me and crouches...

Also it would be nice if the game paused during comm link dialogues. I don't know if it's possible though; but basically if you pick up you can get hit by enemies and then you're fucked. I just got raped by that ghost in the crashed airship of providence during the comm link.

This post has been edited by MetHy: 25 July 2015 - 11:12 AM

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User is offline   Jblade 

#340

Hmm, I'll see what I can do about the ladders since jumping also detaches the player from the ladder.

About the levels, one's set in a Dojo and another on an Oilrig. You can find them by turning on a computer in the levels I mentioned and then finding a floppy disk + a password.
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User is offline   Micky C 

  • Honored Donor

#341

When you compare episode 1 now to how it was in the very first version 1.0 release, you'll see a HUGE difference. Much more polished and detailed. I'm sure myself and James will spend some time touching up the episode 2 maps for episode 3's release which means in the future hopefully you'll have that same solid and coherent feeling about this episode. Unless of course by coherent you're referring to the themes of the maps, in which case Episode 2 naturally has greater variety.
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User is offline   MetHy 

#342

View PostJblade, on 25 July 2015 - 12:12 PM, said:

Hmm, I'll see what I can do about the ladders since jumping also detaches the player from the ladder.

About the levels, one's set in a Dojo and another on an Oilrig. You can find them by turning on a computer in the levels I mentioned and then finding a floppy disk + a password.


Oh, and then you have to use the passwords on the moon base, right? I remember seeing computers that ask for passwords over there. I'm pretty sure I did find at least one password, but never used it; and now i've deleted my old copy. I'll see once I get to ep2 again.

Any secret level in ep1?
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User is offline   Micky C 

  • Honored Donor

#343

You don't use passwords on the moon base, that's just a side effect of the code. The computers that use the passwords are in the same levels that you find the passwords.

There is one secret level in episode 1, found through Disbase, however it's a relatively quick and cheap level that's more of a gimmick than anything else. Episode 2's secret levels had a moderate amount of thought and time put into them by comparison.
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User is offline   MetHy 

#344

Okay, I beat Ep1 and started Ep2 again with all my progress.

I've been checking every corner of Big Trouble In China for half an hour, and I could neither find the floppy, nor the green keycard (maybe they're connected?)

This time around I had no problem of ammunition (I had on my first play), but not only do I have much stronger equipment due to having played Ep1, but I've also found 2 secret places at the start of the map that I didn't find the first time through.

I also restarted the map so I could have a shrinker and find the secret place (that's not even tagged as a secret place) near the toilets, that gives the flamethrower.

The flamethrower is kinda glitchy against Ninjas. It makes "slow time mode" last really long (during the entire time they're slowly burning) and it also makes them spawn their weapons tons of times; although for some reason I could only pick up one of those.
http://i101.photobuc...zpszwaz3lsu.png

I also found out it's possible to go on top of the laundry and kick through the ceiling glass to go into to. Really cool.

I also found the secret place through the rooftop and through the ceiling above the "throne", that was a nasty crack btw, I only saw it thanks to the automap.

That triggered some bad guys from adjacent buildings in the unreachable places. They fell down to the streets, they couldn't hit me with their bullets most of the times, but I could fire projectiles through the sprite cage-bridge. Then somehow one of them managed to go through one of the windows of the dormitory. That gave me the idea of trying to glitch through and reach the unreachable but couldn't make it.
http://i101.photobuc...zpsdvtlzwlc.png
http://i101.photobuc...zpss7pjcejz.png
http://i101.photobuc...zpsjynzwxuz.png
http://i101.photobuc...zpsfuv4uwlx.png

So I'm still missing a couple of secret places and I feel like I checked every corner, any help for the floppy? I haven't been into the train because I'm pretty sure I couldn't come back afterwards.

Some more minor things that I stumbled upon:

Sprites still hanging in the air after explosion:
http://i101.photobuc...zpskabja9sx.png
http://i101.photobuc...zpsiwnfkzeu.png

This one is one-sided and is therefore invisible when looking from the other side
http://i101.photobuc...zpssrsr8ywm.png

John got stuck here and couldn't come back no matter how much I tried to press 'use' on him. This is corridor that requires the gasmask. Thankfully the autosave was just before.
http://i101.photobuc...zps36occogk.png


http://i101.photobuc...zps1kiguz45.png

Car driving half way off the road?
http://i101.photobuc...zpsa5twlm9j.png

Edit : I forgot to mention, in Big Trouble in China, in that secret place above the throne, you can get crushed if you stand on the toilets water while pushing its switch

Edit 2: I did find the Oil Ring in The Warf though. Funny thing being that on my first play, I did find the computer and the password, I did find the floppy, but I never went back to the computer afterwards... it would be nice if the floppy appeared in the pad's inventory, too.

So I had 7k before this mission; and now I have 97k ?! WTF ?! Well, I'll make use of it... :)

This post has been edited by MetHy: 26 July 2015 - 05:39 AM

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User is offline   Jblade 

#345

Glad you found the Oil rig - to get you started with finding the secret level in Big Trouble in China, you can head back to the start area with an explosive and destroy the wooden pillar to the right of the door (near where there's a little ledge you can put a barrel on to jump across)

That flame bug's been reported and fixed, thanks for letting me know in anycase though. I can take a crack at fixing those other things as well.

Quote

I also restarted the map so I could have a shrinker and find the secret place (that's not even tagged as a secret place) near the toilets, that gives the flamethrower.

I didn't tag it as a secret since I didn't want to make players who like getting all secrets have to take the mini-shrinker with them on that mission. There's actually something similer in the underground lab area of Megabase.

Quote

When you compare episode 1 now to how it was in the very first version 1.0 release, you'll see a HUGE difference. Much more polished and detailed. I'm sure myself and James will spend some time touching up the episode 2 maps for episode 3's release which means in the future hopefully you'll have that same solid and coherent feeling about this episode. Unless of course by coherent you're referring to the themes of the maps, in which case Episode 2 naturally has greater variety.

Yeah as Micky said, there will still be tweaks and stuff to past episodes and stuff as the series goes on both so the older stuff doesn't feel outdated and also so the final package feels more cohereant. Right now before I took a break, I was working on using the per-map tile system helixhorned added to do some cool things like making unique grass and dirt textures blended together so transitions look normal instead of the harsh sector lines, basic water caustics .etc
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User is offline   MetHy 

#346

View PostJblade, on 26 July 2015 - 09:46 AM, said:

Glad you found the Oil rig - to get you started with finding the secret level in Big Trouble in China, you can head back to the start area with an explosive and destroy the wooden pillar to the right of the door (near where there's a little ledge you can put a barrel on to jump across)


Okay, thanks, I'll go back to that map once I'm done with the current mission I'm in.

Oil Rig was pretty cool. It's not as big and polished as other maps, but the concept is rather unique. The reward you get at the end is really good too.

Only complain I had was I was a little annoyed by how you can't jump over this wall :
http://i101.photobuc...zpstyqmm8be.png

and also the platforms during that jumping segment feel loose on the edges; what I mean is, sometimes you're on the edge and it will make you fall anyway. I don't know if you can fix this though, this is like in Tower Of Life and how you get hit by lava even if you're standing on the edge of a platform, and it's inherent to the engine or at least to DN3D.

Couple more minor things:

Here I picked up one of the item from the secret place behind the breakable vent when walking near to it. I don't remember what level this is from though.
http://i101.photobuc...zpsm9lqxdng.png

This enemy I was able to see through the sail from away. What I mean is, I could see the enemy, but not the sail. I kept shooting and wasted quite a bit of ammo because it kept hitting the sail I couldn't see, rather than hitting the enemy himself.
http://i101.photobuc...zpsegkqk0yc.png

At the top of tower of life
http://i101.photobuc...zpsedlajq45.png

I noticed for this overcraft that the wheel in the hud turns left/right if you press a strafe key. However, strafe keys don't actually turn the vehicule, only looking left/right does, and pressing those keys (or moving the mouse) don't actually turn the wheel.
http://i101.photobuc...zpssrferxvr.png

I spent so much time in Big Trouble In China I've noticed quite a few very minor texture issues (misaligned, overstretching, wrong texture in some small corner). They're very very minor but I have some screenshots if you're interested.

This post has been edited by MetHy: 26 July 2015 - 10:58 AM

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User is offline   Jblade 

#347

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I spent so much time in Big Trouble In China I've noticed quite a few very minor texture issues (misaligned, overstretching, wrong texture in some small corner). They're very very minor but I have some screenshots if you're interested.

By all means (might be best to PM it to me rather than post it here so it doesn't take up lots of space)

Quote

Only complain I had was I was a little annoyed by how you can't jump over this wall :

That's due to the waves being able to pass through the wall otherwise despite all I tried to prevent it. I do agree it's a pain but it was a neccesary evil unfortunately.
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User is offline   MetHy 

#348

I still haven't went back to Big Trouble in China but I just found and played the secret level in Far Mountain Reaches. That was a really good map, simple but great design and very rewarding considering you meet exclusive enemies.

I think I would have found it even if you didn't tell me in which map to look, because I found the first switch right away this time, which led me to the others.

I also had no ammo trouble (unlike at the start of my first play) but I knew where to look and I started with much better gear, too. I also found some places I didn't first time, like the rooftop of the castle.
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User is offline   MetHy 

#349

View PostJblade, on 26 July 2015 - 09:46 AM, said:

to get you started with finding the secret level in Big Trouble in China, you can head back to the start area with an explosive and destroy the wooden pillar to the right of the door (near where there's a little ledge you can put a barrel on to jump across)


Oh boy! I'd have never found that crack by myself !

Edit : well that was the last secret map. Again really great and rewarding secret map, all of these secret maps are really cool.

I seem to remember a very old screenshot from Zaxtor, in some "what are you working on" thread on AMC a long time ago, he was making a similar building, but with no TROR. Is this based on it?

It's just kind of a shame about all the visual TROR glitches around the map depending on where you stand and look at... and also it was a little hard for me to spot the crack on the ground on one of the top floors as well.

This post has been edited by MetHy: 27 July 2015 - 08:08 AM

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User is offline   Jblade 

#350

Nah, Micky made the bulk of the map and I did some texturing work on the outside areas. The little TROR glitches are annoying, but I felt they were excusable since the map itself isn't massive in size and so they won't get too annoying.

Make sure you check the dojo in the AMC base if you're researched it as speaking to Yuzuki in there will unlock some new research topics, including a ninja roll one which is tied with the medi-kit upgrades from EP1 as insanely useful.

This post has been edited by Jblade: 27 July 2015 - 10:03 AM

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User is offline   MetHy 

#351

Yeah I've done some of the dojo researches. I must have missed the medi-pack upgrade research though.

i'm back to Zeta Base now. Again. As Sang and I just reached the 2nd floor, I have tons of supplies and I should finally be able to beat it.

I find it a bit misleading that in Zeta Base there is the same computers and floppies as for the secret levels of Big Trouble in China and The Warf, but neither can be used this time.

This post has been edited by MetHy: 27 July 2015 - 10:25 AM

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User is offline   Jblade 

#352

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I find it a bit misleading that in Zeta Base there is the same computers and floppies as for the secret levels of Big Trouble in China and The Warf, but neither can be used this time.

Yeah I wanted to polish it a bit more and change those up so they're unusable but didn't get round to it - it's on my big to do list.

There was a bug/oversight on my part with the medikit research in Megabase where it wasn't moved when I moved the walls of the medical lab so it's hidden in a wall. This is fixed in my version, but if you're willing to go into build you can head into megabase, move the project into the room and then copy and paste it into a newboard.map and gain it from there without having to go through the map again.
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User is offline   MetHy 

#353

Nah that'd feel like cheating, I'd do without it.

As for the TROR visual glitches in the secret map they really are all over the place
http://i101.photobuc...zpson4yji5i.png
http://i101.photobuc...zps8vxmxysh.png
http://i101.photobuc...zpsvdimauov.png

Those are just examples though, I did not take a screenshot every time I saw one.

and for some reasons you can see sprites through walls in some places
http://i101.photobuc...zpseyzvlltt.png

This post has been edited by MetHy: 27 July 2015 - 11:15 AM

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User is offline   Jblade 

#354

They're unavoidable - TROR seems to work really well in some instances and not so hot in maps like those (there's not many glitches apart from the flames and smoke in Ghost ship, and that is arguably a much more complex layout of TROR stuff) Much like the skyboxes, I was willing to live with the graphical bugs in some cases if it worked towards making the map visually striking (I know this approach isn't to everyone's liking though heh)
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User is offline   MetHy 

#355

Man, does Zeta Base EVER end?! I can't believe this, after the grey Baron of hell I was stuck at last playthrough (which I turned into a lamp thanks to Sang, since the fucker seemed to be imune against everything anyway), there are huge rooms, and a motherfucking Cyberdemon.
Which I turned into a lamp as well. Fuck him.

After the Cyberdemon you open a big "EXIT" door so you'd think this is the end, but nope, another of those grey "immune-against-everything-except-being-turned-into-a-goddamn-lamp" baron of hell; and after that i've gone up TWO more floors and this is still not the end! This map is dragging on, and on, and on, and on... I can't take it anymore. Now that i've reached places I've never been into, it brings me back to my first memory of the map: it's not fun, navigation is terrible with all these fake "locked doors" that you can't make out from the real doors, i keep dying and there is too much "fuck you" enemy design. The only way this map is fun is if you've played it already and know where to go and what to expect. I'm sorry but I still don't like it and I hope this is finally the end of it, but i'll quit for tonight.

This post has been edited by MetHy: 27 July 2015 - 12:35 PM

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User is offline   Jblade 

#356

You're near the end, don't worry. I personally loved the map, it's an endurance test and obviously I'd be a bit biased because it's a usermap for my mod though. As I said before, I did feel that it would be unpopular with some which is why I made it an optional mission. Snowfall himself said he wanted to move away from the massive maps, his 2 other releases are much shorter and more focused maps.
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User is offline   XThX2 

#357

View PostJblade, on 27 July 2015 - 01:40 PM, said:

You're near the end, don't worry. I personally loved the map, it's an endurance test and obviously I'd be a bit biased because it's a usermap for my mod though. As I said before, I did feel that it would be unpopular with some which is why I made it an optional mission. Snowfall himself said he wanted to move away from the massive maps, his 2 other releases are much shorter and more focused maps.


To be quite honest with you I really liked it and I'd love to see more gigantic maps from him, he knows just how to make them.
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User is offline   Radar 

  • King of SOVL

#358

Zeta Base was one of my favorites. When I played it I kept thinking "wow what an awesome mapper. I've never heard of him before and he's able to keep making the map bigger and bigger and keep everything connected".

This post has been edited by Sgt. Rarity: 28 July 2015 - 08:04 AM

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User is offline   MetHy 

#359

I'm reaching the last level of my full ep1+2 (re)play. This has been tons of fun. My only disappointment? There is so much cool stuff in this, you barely have time to use some of them. Like, I got a gun replacement for Micky, I think it's slot 7 or 8. It's like a shotgun but shoots the same type of red laser that those teleporting-terminator-enemies shoot. It's really cool but after you do find this gun replacement, you only get to use it in ONE fight ? damn.

This gets me thinking, wouldn't it be cool to having a "training" room in the base? Kinda like the shooting gallery, except you could use any weapon and also spawn any enemy you want in the room?

Another random suggestion : being able to do a ninja roll at the end of a slide? Problem is, I don't know if that makes sense "realisticly speaking", considering the leg and everything...


Anyway this game is better appreciated if you play it at least twice. There are tons of possibilities, and also tons of secrets and optional rooms, tons of different way to upgrade or weapon to use and this even if you stick to one character.

Anyway here are a few other minor things to report :

small mirror and ror glitches:
http://i101.photobuc...zpswfacdpum.png
http://i101.photobuc...zpsfvxy4mgy.png
http://i101.photobuc...zpsjif0o5uj.png

this drone mini boss got stuck under the decor and couldn't go back and attack me:
http://i101.photobuc...zps0nxrspav.png

this drone acted super weird, and ALL of my shots, no matter the weapon, would go through it; Thankfully he wasn't firing at me at least. I remember having trouble with him on my first play too and having to go away and letting it live
http://i101.photobuc...zpshlhaeusg.png

Now this is a little more annoying issue, and it actually occured to me in MANY levels, not just this screenshot or the map its from. Tons of flat decorative sprites on grounds are actually blocking, and if you crouch, or slide, they'll block the player and you won't be able to go through unless you stand. I tend to crouch quite a lot personally, more than it matters, so it got in the way from times to times. Problem is, if it means having to go through every map tracking down flat sprites this is gonna suck for you ....
http://i101.photobuc...zps1fcuho3z.png

Is it possible to know what's the progress on ep3? I'd love to contribute with a map, even if small. I even have an idea for a map/mission that I had for DN3D but which could benefit from AMC TC's texture and enemy sets a lot. Problem is I barely have time for my own projects that I should continue on, so I can't garantee anything... I may have 2-3 weeks of unemployement next month so I might give it a try if you're okay with it.

This post has been edited by MetHy: 29 July 2015 - 11:13 AM

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User is offline   Jblade 

#360

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Is it possible to know what's the progress on ep3? I'd love to contribute with a map, even if small. I even have an idea for a map/mission that I had for DN3D but which could benefit from AMC TC's texture and enemy sets a lot. Problem is I barely have time for my own projects that I should continue on, so I can't garantee anything... I may have 2-3 weeks of unemployement next month so I might give it a try if you're okay with it.

It won't be for a long time as I've taken a bit of a break for a while to recharge my batteries and Micky's at University, but Loke and Snowfall have been busy with maps and stuff. That would be a pretty awesome thing to see! If you want I can sign you up at the dev forums at the AMC web forums so even if you only get to build a room or two it'll contribute towards the effort (and you can put in some input along the way) either that or a EP2 usermap - either one is cool for me!

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This gets me thinking, wouldn't it be cool to having a "training" room in the base? Kinda like the shooting gallery, except you could use any weapon and also spawn any enemy you want in the room?

Well, I have been thinking of adding in a better defense mode for the TC...in the mean time there is the classic collection and of course any Duke usermaps you want to play with in the TC (and they all earn base budget and stuff)

Quote

Now this is a little more annoying issue, and it actually occured to me in MANY levels, not just this screenshot or the map its from. Tons of flat decorative sprites on grounds are actually blocking, and if you crouch, or slide, they'll block the player and you won't be able to go through unless you stand. I tend to crouch quite a lot personally, more than it matters, so it got in the way from times to times. Problem is, if it means having to go through every map tracking down flat sprites this is gonna suck for you ....

It's ok, this is one of the things I can incrementally fix over the weeks - even if I'm not making huge strides in EP3 fixing niggles like this for a future patch is good.

I've also had trouble with that phantom drone, something to do with the TROR water I think - if you shoot an explosive with a radius damage into the water it should kill it.

Quote

Another random suggestion : being able to do a ninja roll at the end of a slide? Problem is, I don't know if that makes sense "realisticly speaking", considering the leg and everything...

Hmm, that wouldn't be hard to do - any suggestions on a non-intrusive way to trigger it? Holding shift at the end of it maybe?
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