Isn't it just swell to meet an old acquaintance while on an enthusiastic walk in the woods?
I wonder what package is this enemy based on? Vortigaunt? Garg? Maybe, it's made from scratch?
Isn't it just swell to meet an old acquaintance while on an enthusiastic walk in the woods?
I wonder what package is this enemy based on? Vortigaunt? Garg? Maybe, it's made from scratch?
Guess, I don't have to tell him that walking without rhythm wouldn't attract the worm.
Well, it's everything I came to expect at this point, for better and for worse. The level's absolutely dripping with atmosphere, the design of monsters is great (I liked the imp replacement for vortigaunt in particular) and the general level-design is quite nice. Also, whoever voiced the Cop did a great job. Redridge is just as charming as Eminence is, so I'll wait patiently for thee release.
Now for some issues that I've stumbled upon:
1) Initially I began to play on Hard, but quickly dropped to Medium. Not only enemies are bullet sponges as per usual, but erratic movement and twitching animations make them further resistant to player's damage output. Considering additional work that was done on the enemies (the little girl teddybear is a particularly interesting addition and I'd like to see it mixed in with the other foes on the roster in some close-quarter situations), it's a shame to see them being afflicted wit the same HL bane of being too tanky on Hard.
2) It's the same problem as it was in previous titles that rears its head again: overly long pick-up noises for healing items. It gets especially bad when there are few of them bunched-up together.
3) Some enemy corpses disappear and some stay as they were. This seem to be independent of their type, so I can only assume that this inconsistency is introduced during mapping.
4) The Cop seems to behave erratically, likely due to enemies out of reach (this most noticeable during the ambush in front of multiple-storey building).
5) There are some places where you can circumvent the intended path across the chasms. Firstly, there's a grassy ledge of to the side of boarded-up house (on your right as you progress through the level) near the second chasm: you can easily jump there and from there - off to the other side. Then there are leftover bricks in the ruined building across the third chasm. Those closer to the edge will break, dropping the character to his death, but you can vault onto the higher ones from the metal sheet blocking the nearby door. The first isn't that much of a problem, considering you need to open the way for the Cop, but the second will allow to skip the second floor of the building and the arms store.
6) Doors into the Men and Women bathrooms don't make a "locked" sound. That's all.
7) Recoilless rifle in the ambush part (or whatever that thing is) is unwieldy and prone to making the player character stuck both with the barrel moving and on the legs of the gun.
8) Door in the house with the radio just slides to the side alongside with the chunk of the wall. Not sure if intended, considering it's somewhat of a secret away from intended path.
9) Redridge Chronicles while a nice way to dump exposition, interfere with stocking on ammo, are too bunched up to easily pick which one you'd like to read and are not recognisible as interactable pieces of scenery. I'd suggest plastering them on the walls, so that each piece of magazine would have its own wall. It'll simplify the process, IMO.
10) The impact sound of the wooden objects is the same as the breakable ones in the original game. Unless you have no wooden breakables in your game, I'd highly recommend changing it to something else. The metal box in the arms store is identical to the others (aside from sound) despite being breakable. While it might be part of a secret to get SMG early, the box being also moveable is a bit too much of a stretch against the gameplay language of the original game and, likely, the mod.
Caleb is a reminder to us all: don't let your kinks be dreams.
Also that the morning exercise (and a dash of forbidden lore) leads to a long and healthy life. By the time of Redridge he would be what, some century-and-a-half old, give or take?
Having just finished the 4th episode... Well, THAT happened. If nothing else, the team surely knows how to end an episode on a cliffhanger.
Overall, I like quite a few things in this one. Introduction of the mana system is an interesting way to add some non-essential resource-management - even if I wonder as to how it'll get developed further down the line. The visual side of things seems to be in a constant state of improvement. The disconnect from home base is an interesting episode feature. The general mission layout is also interestingly different from previous episodes - with multiple personal quests culminating in an (frankly, somewhat exhausting towards the end) epic final marathon before the finishing line. The secrets are hidden extremely well this time, as there are quite a few levels, wherein I've gotten 0 secrets found. If there's a secret level, then I missed it completely.
Sure, there are some problems with this one - as there are with any release, especially the fresh one, but overall, it's good to see a consistently good outings with AMC TC. Thanks a lot, is what I meant to say, to put it simply.
Really like re-use of the turret here. Is it supposed to fire EMPs as well - or is it Warlord-specific type of a missile?
Looks great.
Gives me really strong Unreal ISV-Kran vibes.
I'm commenting because of a little something that I've just found only after updating to the newest version of the mod and replaying through first two episodes and starting to replay a third.
"Show episode 4 missions"
You sneaky, sneaky awesome folks.
Which is a tad bit weird considering the lack of map files,as far as I can see.
Still, a nice preview.
THIS. This is one of the things that, in my opinion, C&C3; lacked and was worse for it: not only C&C2; had a post-apocalyptic mostly uninhabitable Earth, but a completely new ecosystem was supplanting the original earthly one.
I like restraint shown in the description. All too often different mods and games apply anything new and shiny like there's no tomorrow, should they get a hold of any fresh toy.
Gah! Only now did I notice that it's DTA's update. I really need cath some more sleep. I'm so terribly sorry for this mistake. Still, DTA is quite pretty as well and everthing that was said still applies here.
I agree completly. Both ways are naught but tools in a box - and it's up to the devs to make good use of them. For example, I would have a hard time imagining a sprite-based Homeworld.
Also, I personally really like how it was done in the first Blitzkrieg (or maybe my memory plays tricks on me, then I would also mention Heroes of the Annihillated Empires): sprite based infantry, modelled vehicles and pre-renders for the buildings make for a good gombination, methink.
Well, I'd argue that TI actually has quite a lot to offer in terms of eye candy, oh yes. I would even further muse that RTS alongside some other genres are yet to behold the revival of non-3Dmodel visual style (akin to the SunAge) like we've seen with the PoE and SRR for cRPGs and it never really got out of style for the platformers.
Oh, and yes. Pretty colours...
In no particular order:
-Black Hand
-From cradle to grave
-Prodigal son
And special mention to the Klepacki's Space Echo, naturally (we wouldn't want the whole list to consist of the same 'Space Echo (FK)', now would we?).
But really, the whole soundtrack is awesome. Its main power is in the diversity and multitude of styles being used while still cemented together by similar themes, methink.
Please, don't tell me that there're zombies in there.
Great as always. For some reason reminds me of YELLO. Anyhow, is it already known as to what tracks will get replaced in V6?
So this how decending to the Pit of Genesis in musical form would sound like.
Is this based on that section from Codename: Gordon 2D platformer?
Another great one. This and Disturbance remind me for some reason of the Vangers soundtrcack. And Necrofunk sparks memories of the Perimeter. That being said it isn't completely out of left field since both those two games and TI deal among other themes with desolation, changes and freaky side of transhumanism and postsingularity.
This looks awfuly like World Knot. Shoud we be afraid of the Leveler?
Not that I'm unhappy with anything, but are you sure that this giant transparent pillar of light on the right should cast shadow likes of which it does here?
But the main question remains: will the bridges still get burned?
Let's roll Nature check for Wyvern Lore!
DC15: Wyvern generally prefers to live in swamps and possesses an ability to fly.
DC20: Wyvern is carnivorous.
DC30: LOOK AT THOSE TEETH.
"He was about to board the express train to Nova Prospekt."
I believe, it may be connected to the Russian superstition about words "последний" and "крайний" (both can mean "last"), where the former considered to be unlucky as if "last in life", and the latter to be desirible (as if "last at the time"). Usually one may find this to be connected with more superstitious parts of Russian army: navy, paratroopers, pilots et c. And because Zone is quiet mystical place to begin with, it more than appropriate to use such superstition here as well.
For some bizzare reason this screenshot reminds me about ending of Equilibrium.
Actually, in the base game Scrin harvesters have an ability: they are heal themselves in tiberium fields. While I can't remember do they do such a trick in TE, I can't say that you're wrong at all.
Still, this one looks a lot like shock trooper from the first Red Alert.
Dition
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