that's what yelo battery is for. Non squished reticules and uis
Finally a beta for this, its wonderful, been waiting for a while. Though there are problems.
The Good:
~The Chief's model. - Seriously, much better.
~The AR, works well I like it.
~Also, I like the pistol. Just balanced enough to work, without being the hand cannon that the original was.
~Hunter Cannon - Much improved. (See comment about hunters below)
~Twisted Hallways: Fun (see below for BSP comments)
The Bad:
~Camo Elites - the amount, I ran into in this level, not cool, especially the 8 or 9 at once... drop them.
~Hunters - Why? Why are they here this early in the game, its the first level.
~Brutes - They are over sized Elites. Pick one or the other for this level, we don't need both at the same time.
The Ugly:
~The SMG reload. Fix it, and fix it fast. (More on this a bit later.)
~The new BSPs. Seriously, the ship is under attack, and we're supposed to leave quickly. But in the 20 minutes it took me to walk from the bridge to the life boat... the ship would have probably been blown up already. The level is too long in terms of the story. Also, its quite lazy to repurpose MP maps for single played, I recognized them immediately, and it wasn't too good looking. And why are parts of the Maw there? Serves no purpose other than to elongate a level that was already good. This is the first level for crying out loud, and I'm all for long levels, but not for the first one. The BSPs themselves are great, but they have no place in the level other than to elongate it.
About the SMG thing, Masterz. It need to be fixed. The Community says so. Now before anyone get uppity about the community not always getting what it wants... think for a moment. You made this mod for the community, or so I think, because if you hadn't you wouldn't have released it, nor formed a team for mods. The Community says its broken, and needs fixing. FIX. IT. Or move aside and let someone else do it. Put your damn selfishness aside and suck up and fix it, don't say "Thats how I want it, that final." You asked for feedback, about errors, this is the biggest one, it needs fixing end of story.
There's a noticeable part of the stage where it just switched to the hallways not having any lighting at all. The walls just looked like styrofoam. I personally hated the big rooms with the ladders on the side, the parts ripped from boarding action, but w/e.
And would the world really end if CMT just went with the normal Elite shields for the Brutes? Poke-dotted brutes just look wrong. The brutes would also benefit from less shields and more health.
The AR needs way more dmg, preferably the same dmg it had in Snow Grove. It wouldn't be over powered compared to other weapons because of its small clip size and slow rate of fire.
MC's jump height could be reduced to 80% of what it is now, but it doesn't really matter i guess.
And finally, adding specular/cubemaps on everything does not make it look better. Especially when the same surface has bump mapping, then it just looks disgusting (the frame on the maintenance tunnels for example). A lot of the textures and shaders would've been better off left as default, and I would have thought that the small maintenance doors would be fixed by now since SPv1.
E: O and even out the weapon distribution. There were parts where ALL the marines were using the SMG and there were other parts where ALL the marines were using AR's. Don't really care for AI wielding BR's though, for obvious reasons.
Last edited by RedBaron; August 7th, 2009 at 10:55 PM.
Camo Elites are fine, but Masters overuses them. He also overuses sleeping enemies. I think he should replace some of them with Camo Grunts. To be honest, I just stood at the end of the hallway, shot a few bursts at head-level from my BR, and dropped most of those Elites without even being able to see them. Grunts would alleviate the ridiculousness of a crowd of Elites just standing together, prevent players from being able to mindlessly dispatch them, and add a bit of variety.
That's the point.
I can see he overuses them... considering I killed 8 or 9 at the end of that hall. And I'll say I had no problem either... but they don't need to be there at all... and if they do, maybe at the end guarding the last life boat.
Yeah... the sleeping grunts I forgot... no place in a level where the Covenant are supposed to be attacking.
Ok... I suppose the question then becomes, why are you elongating a level thats supposed to have a sense of urgency? Instead of urgency, I got bored, and actually wanted the level to end. There was no music, and other than Keyes talking, there was no sound, not even an alarm. The level that took maybe 5 minutes now take 20 (or more, I didn't actually time it.) Like I said... in the time it took me to get from the Cryo Bay, to the Bridge, to the Life Boat, the ship would have been a burning hulk in space. Now don't get me wrong... its a good level (with the exception of the repurposed MP maps) but its too long for Level 1.
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