Powerslave/Exhumed General Discussion "Split from Build Engine thread"
#61 Posted 05 May 2016 - 03:24 PM
- Mummies are weak in melee, so you can deal with them easily with machete.
- Lion women are more vulnerable when they are scaling walls. So good tactic is to get them near ledges to provoke them into climbing and then shoot them down.
- Those alien ants can be goaded into in-fighting rather easily, because they keep shooting all over the place. (Just wondering, isnt this the only Build game that features monster-in-fighting?)
Armored "rhinos" remind me of pinky demon. They are typical example of enemy, whose challenge of dealing with them is based mostly on player´s limited controls. So unfortunately this "controls fix" make them just time consuming hindrance.
To deuxsonic:
If main obstacle in enjoying game for you are clunky controls, I can recommend you this "fan made controls fix".
So if you combine it with keys redefined to WASD, it could be considered "modern fashion-ist". It is not perfect and I am not denying source port would be much better, but I think that is the best we have at this moment.
This post has been edited by t800: 05 May 2016 - 03:26 PM
#62 Posted 05 May 2016 - 03:29 PM
t800, on 05 May 2016 - 03:24 PM, said:
- Mummies are weak in melee, so you can deal with them easily with machete.
- Lion women are more vulnerable when they are scaling walls. So good tactic is to get them near ledges to provoke them into climbing and then shoot them down.
- Those alien ants can be goaded into in-fighting rather easily, because they keep shooting all over the place. (Just wondering, isnt this the only Build game that features monster-in-fighting?)
Armored "rhinos" remind me of pinky demon. They are typical example of enemy, whose challenge of dealing with them is based mostly on player´s limited contros. So unfortunately this "controls fix" make them just time consuming hindrance.
To deuxsonic:
If main obstacle in enjoying game for you are clunky controls, I can recommend you this "fan made controls fix".
So if you combine it with keys redefined to WASD, it could be considered "modern fashion-ist". It is not perfect and I am not denying source port would be much better, but I think that is the best we have at this moment.
That will certainly help.
leilei, on 05 May 2016 - 03:16 PM, said:
As far as I know the only difference is the name. They only had the rights to call it Powerslave in the US so it went by Exhumed elsewhere except Japan where it got the name A.D. 1999: Pharaoh's Revival and was not released on PC there ostensibly because of the lack of PC gamers there.
This post has been edited by deuxsonic: 05 May 2016 - 03:35 PM
#63 Posted 05 May 2016 - 04:04 PM
deuxsonic, on 05 May 2016 - 03:29 PM, said:
PC/AT hadn't gotten a strong foothold until well after PC-98 was done with though, but a lack of PC gamers there was not.
This post has been edited by leilei: 05 May 2016 - 04:06 PM
#64 Posted 06 May 2016 - 03:47 AM
leilei, on 05 May 2016 - 04:04 PM, said:
Since in 1990, DOS/V(Japanese version of IBM DOS) happened, I don't think "lack of PC gamer in Japan" is true, but "lack of PC Gamer whose plays non-Japanese games in Japan" maybe true.
#68 Posted 13 May 2016 - 03:36 AM
This post has been edited by icecoldduke: 13 May 2016 - 03:37 AM
#69 Posted 13 May 2016 - 03:40 AM
#70 Posted 13 May 2016 - 11:46 AM
#71 Posted 13 May 2016 - 10:19 PM
#72 Posted 14 May 2016 - 04:41 AM
Lunick, on 13 May 2016 - 03:40 AM, said:
deuxsonic, on 13 May 2016 - 11:46 AM, said:
Machete sucks against spiders even on solid ground, because they are too small targets and keep jumping on your head (but it is actually not that bad against mummies). But machete is not the only weapon that works underwater - grenades, cobra staff and lighting spell do too.
While it can be argued that this game feels more arcade, older and less interactive than other mainstream Build games, you still cant deny that developers had sense for detail like: blue flame coming from flamethrower moves to side you turn and it gets extinguished while you are underwater; lava floors damage enemies aswell and ammo belt coming from machine gun gets shorter as you use, thus telegraphing to player when he/she will need to reload.
This post has been edited by t800: 14 May 2016 - 04:41 AM
#73 Posted 14 May 2016 - 05:52 AM
#74 Posted 14 May 2016 - 07:27 AM
#75 Posted 14 May 2016 - 08:51 AM
Lunick, on 13 May 2016 - 02:23 AM, said:
That ship is awesome. You can go underneath (underwater), inside, and on the deck.
Can't remember you get the flamethrower sorry, you might want to use the cheat code that gives all weapons +ammo and waste the ammo so it fits your current count. You can only pick up each weapon once in the game.
Or you can always go back to previous levels on the map screen.
This post has been edited by MetHy: 14 May 2016 - 08:52 AM
#76 Posted 14 May 2016 - 10:44 PM
MrFlibble, on 14 May 2016 - 07:27 AM, said:
It was in level 3 surrounded by a ring of lava that I guess I didn't see on my path. Thanks!
#77 Posted 15 May 2016 - 01:56 AM
#78 Posted 15 May 2016 - 02:18 AM
#79 Posted 15 May 2016 - 06:53 AM
Lunick, on 15 May 2016 - 02:18 AM, said:
Reminds me of how I missed the flamethrower on my first playthrough of AvP2.[/offtopic]
#80 Posted 16 May 2016 - 08:28 AM
Gameplay isn't as basic as I made it out to be; and it actually gets tons of fun and remains challenging even when using WASD+Mouse with the real strafing patch, because when you're strafing enemies predict where you're going to end up and shoot in consequence. So gameplay doesn't "age" badly with modern controls, like most other retro FPS would.
I just love the level design in this game, I know I've said it already but it's some of the best Doom-era level design I've seen, or at least it's everything I love about level design of that genre period.
They may not have had many effects to work with compared to games like SW or even DN3D, but they really made the most of what they had, unlike SW which continuesly throws new effects which potential are never scratched.
But the best thing about the level design are the layouts. Lev14 stands out for me on this point.
I also really enjoying the life/checkpoint system, with autosaving every new level, versus being able to save/load anytime you want. It really gives tension to gameplay, mistakes matter, and there is an extra layer of supplies management.
Since each map lasts between 20 and 30 mins, there is a good balance between arcade gameplay and adventure feel, and that is rather unique for a FPS game of the time.
btw if you guys remember in what levels each weapon is acquired it would be nice to know. I know Rah's gauntlet is after Lev10....
This post has been edited by MetHy: 16 May 2016 - 08:39 AM
#81 Posted 16 May 2016 - 03:02 PM
#83 Posted 16 May 2016 - 04:39 PM
#84 Posted 16 May 2016 - 10:49 PM
Micky C, on 16 May 2016 - 03:02 PM, said:
Only if you lose all your lives. But if you find yourself in a tough level with few supplies and only one life left, you can always go back to play previous levels first.
#86 Posted 18 May 2016 - 12:09 AM
BTW, you know you can record a gameplay video in DOSBox and then grab some "action" screenshots from there using a programme like VirtualDub? DOSBox uses a lossless video compression format so the screenshots will be the same as if you made them manually.
MetHy, on 16 May 2016 - 08:28 AM, said:
That's a cool feature, I didn't pay attention to that. Reminds me of Will Rock on hard difficulty.
#89 Posted 18 May 2016 - 03:42 AM
MetHy, on 18 May 2016 - 01:23 AM, said:
They fixed that in the SVN ages ago fyi, any svn build shouldn't suffer the gradual recording slowdown bug.