TEST wrote:is this supposed to be based completely off the Republic commando game?
Nope, it was only inspired by the game.
PizzatheHutt wrote:-The missions: capture the south room, the north room, etc... look a little too much alike, you could differenciate them with enemies (in one room a droideka, in another perhaps an elite trandoshan, or magnaguard...), or with props (carpets, weapons, etc...)
TWINKEYRUNAWAY wrote:Something I feel gets a tiny bit repetitive is where you need to take those control rooms. Maybe its becuase they look the same for the most part, some various prop placement in different areas of the rooms would help them each feel more unique. At least thats how I would do it. If your familiar with droid dispensors, that could also have some awesome oppurtunity. Like one of the hallways could have one in there or maybe crashed through the roof to give the impression of the CIS sending small amounts of reinforcments. Just a thought though.
Yeah, I was being extremely uncreative at these sections. It was due in part to me making the map first, and then making up objectives on the fly to bridge together the major objectives I already had in mind. But I will keep these suggestions in mind for the future.
Anakin wrote:-After i destroyed the turrets it doesn't continued the mission. But i think it was a member of my sqaud who destroyed it. But i fact it was destroyed.
TWINKEYRUNAWAY wrote:*Found a few instances where if you have wookies follow you and if they kill the two auto turrets in the second objective instead of you, it wont let you go onto the next objective.
Aw, darn...I forgot to look into this when it was caught in the alpha version.
Maveritchell wrote:As for the campaign, a couple nitpicks. Your intro sequence should be able to be bypassed by the player. It's neat that you did VO for all the objectives, but it's tiresome waiting through that half-minute intro every time you start the mission. I'd suggest simply completing the objective if the player walks far enough ahead - they're not missing any vital information.
TWINKEYRUNAWAY wrote:I couldn't agree more. I like the voice acting with each objective, but the first objective should be shorter or bypassed by the player. I can see what you were going for with a mission briefing from your advisor, just like in Republic Commando. I think some people might not be skillful off the bat and starting over might be a re-occuring thing. So having to to go through that particular part everytime might frustrate some inpatient people.
Alright, in the future, I will have an objective prior to the mision briefing that gives the player the option to bypass it or listen to it.
@Mav, regarding the game play of the final challenge: I completely understand where you are coming from because I've done it myself, although not intentionally. (It usually involves a sudden SBD rocket to the head, which I do admit is annoying most of the time.
![Razz :P](./images/smilies/icon_razz.gif)
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For me personally, I play on a profile without any permanent award weapons, especially the Endurance, Guardian, and War Hero ones. So earning and having those while progressing through the mission really does make things easier, and this is enough of an incentive to not die during that final challenge. However, I realize that not everyone plays like this. Also, not everyone who does make it to the final challenge will have enough lives to spare to reset their ammo count. If they do, then I think they deserve to exploit this mechanic. Otherwise, their only incentive to stay alive is simply to not fail the mission.
I am not looking to change this particular objective drastically, and I hope you understand. But do you think a less drastic option would be, if the player dies, he spawns in the area in between the lander and depot instead? (i.e. the location that triggers the cancellation) I really do appreciate the suggestions, though. They've given me some great ideas on how I would like to do future campaign objectives.
TWINKEYRUNAWAY wrote:Edit (Improved Version of cover art) :
Looks awesome, Twinkey! I like it.
Thanks for all the feedback so far, guys. I didn't address all of them, but I have acknowledged them. Glad everyone is enjoying the map and campaign for the most part.
![Smile :)](./images/smilies/icon_smile.gif)