wesleyjohnson
Member
Posts: 447
Registered: 04-09 |
I tried and tried to outrun that door delay and after 20 tries
found out that when you push the button, it only activates another door and you have to run again, which you cannot do because you do not even know where the second door is. So you end up retrying this from a save games about 20 x 20 times to get one success. What fun.
You end up having to cheat, which I consider to be a flaw in the game.
I do NOT think this is a playable door delay setting. The player should at least have a chance to wander around and SEE the door that the switch opened. With quickly closing doors, you are forced to use a walkthrough, or cheat, to even know why you are stuck. Again, not fun, not a challenge, just tedious.
Only a few twitchy fingered speed demons (13-17 year olds with lots of time) could ever finish the level, every one else gets frustrated, what fun is that.
I patched Legacy to solve this problem, available in the Legacy patch forum (you got to compile it from source code). The patch creates a control that changes ALL door delays by a selectable factor,
x0.9, x1, x1.2, x1.5, x2, if I remember right.
So you can set it to what you can achieve. My fingers are 57 years old so I use x1.5. The downside of it is that ALL doors are affected, including lifts, so you have to wait sometimes for a lift to go up.
It gives you an incentive to not turn the control too far. But it is much better than trying to compare my finger speed to what a sugar-crazed teenager can do.
As you can probably tell, this is one of my #1 peeves with FreeDoom
design principles. It is not the only place in FreeDoom that has this problem.
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