Thanks for your post! :) Sorry for the lengthy reply.
Heh, it's a Might and Magic 6 reference. I really didn't care much for any real story and preferred to let the maps themselves portray the progression. It's hardly right in your face. :P
City Sweetwater, really? Whatís next, satellite Sugarpuss? Hey, could work for Duke Nukem.
Hadn't even thought of that oddly enough, I'll make that work in the next version. :)
Shooting at the gun range will alert the whole city.
Mines donít look like mines at all, no industrial or deep underground feel. When i saw the sign I thought it will be something like the horrible mines in Strife, instead, thankfully, I got a nice small undergroundÖ umm, underground. Like a cellar or something.
Yeah the mines were one of the weaker maps in Strife, so I definitely didn't want that again. I feel that the map being dug out rock that's had some "additions" from the order was enough to suspend some disbelief.
Thanks, I do try. ;)
In the Lowest pit I really liked encounter with spiders while I was on a pipe in the middle of a toxic pool, thatís the right way to use them.
Hmm. Initially I wanted the city guards to be woken up at this point, but when I decided to cut back on the number of maps (thus the player wouldn't see this hub again as it's changed after H20) the point was defeated. I can see that the town not being woken up by the fight is against logic. You think it would be better if the Crusader wasn't there at all? Open to suggestions. :)
The robot with a flamethrower and rockets (yeah yeah, I donít remember his name) right behind the gates after the Lowest pit is a bad idea, he looks silly because he canít walk through the gates and out of place because the fight is too close to populated area. I had to run back to the city to make sure that my fight with him didnít alert the whole city.
Yes, this is again a sign that the project changed direction. You could originally go to this map straight from the beginning as it was an optional map (so the guards wouldn't immediately want to kick your ass), but you'd get the flamethrower earlier than you would otherwise. It goes against logic as it stands, but for the gameplay scenario that you presented I decided to leave it.
H2O starts ridiculously, you got a flamethrower lying around surrounded by acolytes, and only one available way that is blocked by a robot. When you see the robot and try to back away, you pick up the flamethrower and start the fight without firing a single bullet. Well, if that was the idea then itís pretty cool, it just that the map starts as one of those peaceful, ya know, where you had to talk to someone, that got me confused.
Yes, one of the couple of bugs that have been noticed post release. I must have just poison arrowed them every time heh.
On the same map, one of the three guards near the locked door at the beginning is stuck.
Void and Null are well made, great atmosphere.
Well I'm thankful you decided to try my little mod for the game despite not enjoying Strife to begin with. :) I personally enjoy its differences from Doom, though it is a flawed game at heart.
I had almost zero fun overall, but thatís the fault of the IWAD. Strife has some major problems with its arsenal and monsters that can simply annihilate fun. Someone should make a balance patch.
A side point as I haven't seen it mentioned by anyone yet, how was the music? I'm assuming that because no-one has complained about it yet that it fit ok. :P
I noticed the waterfall in the town hub just yesterday when I felt like playing through it again. For over 2 years that bastard was flowing, and now it isn't. Heh. I'll be fixing that sod in the next version for sure.
Thanks for the report. :)
A little bug that wasn't fixed in RC2.
In Void, the two Acolytes in sector 110 that only appear on Skill3, are too tall for the sectors they are in and hence can't move.
Last edited by Khorus on Nov 23 2012 at 20:00