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The main thing is to not take it to heart as you have. That's where you went wrong.The other as previously mentioned is that the amount of FM related content we get now is NOWHERE NEAR the amount we did say 10 years ago. When you are getting a lot of something, you will have less to say about the individual bits. When your getting less you'll have more to say.
While I agree with your entire second statement icemann; I don't quite agree with the first one. I think I was doing more defending for my side of the argument than taking things to heart, not sure if your aware but literally 5 minutes into me posting my FM and my first post ever on this site it was met with very knit-picky and condescending critique, so much that one of the moderators stepped in and deleted about 6 or 7 posts (yeah it got that out of hand), so I don't think you were aware of that. And you could only imagine how one would react to those kind of post right from the get-go being their first post on a dedicated site to the same franchise they admire as well and contributed fan content to it.
- The pair of Cyborg Midwives in the main map scared the shit out of me when they shot at me through the glass. I ran all the way back to the hangar at the start of the map. Good times.
I just finished Blind Disposition today. I was not aware there were two endings, but I ended up in the cyberspace one.I very much enjoyed the challenging difficulty; this FM forced me to learn to play better, making use of all items and every bit of ammunition that was provided. Admittedly I did savescum a bit with turrets and robots, but towards the end of it I found myself needing to do so less and less.There was a wide range of weapons and playstyles to choose from; you could invest in using one of the big guns, go for psi powers, or to have a balanced loadout of pistol + shotgun + GL. I went with the latter option. Often I found myself running out of inventory space, but this is probably down to hoarding too much stuff, when I should have made a more distinct choice of what to go for.Something about the level design I ought to mention is how some areas are only accessible through a single hallway. This turns the game's combat into a corridor shooter, turning the same corner time and again to take shots against turrets or slowly approaching robots. I recommend adding two or more paths into the same area; this destroys the bottleneck and lets the player flank the enemy and the enemy to sneak behind the player.The atmosphere was alright. The visuals were plain in terms of geometric detail, there were many overly stretched objects, and sound could have been used more, especially some background music. All that is somewhat compensated for by the colourfulness of the areas. Unlike for example UNN Nightwalker where the aesthetic is so uniform that you could barely tell any of the dark grey corridors apart, the areas in Blind Disposition were diverse and unique from each other, each with its own theme and set of colours much like the original SS2 campaign. What stood out the most was the cyberspace part, which was very interesting and felt like a really good acid trip.Unlike some, I didn't see a problem with the walking distances nor the scale of the FM. Sure there were long corridors, but so did the original campaign. Only here the geometry is very simple as mentioned above, so I can see that being a bit boring visually and as such tedious to traverse.Keep up the good work.
That became somewhat less frightening when I learned how to easily kill the midwives without taking any damage, which is to melee them while crouching in front of them. That is obviously a flaw with SS2 itself however.
If you want to go for an ultra challenge, try doing it pacifist style and see if it's do-able. I'm assuming it's not possible with your FM, but a guy managed to make it 3/4 through vanilla SS2 without killing a single enemy himself (he got the enemies to kill each other).
Blind Disposition v1.2 is currently up as of yesterday.
well then, after a very quick look;-the earth level has no lighting.-sound propagation and lighting still broken around the first level toilets (and other places as well, most likely. view -> show/hide - bad rooms in any modern version of Shocked. seeing pink is bad).-keycards now work as they should, but the second slot on the first level (obj 125) only says "access needed", without saying what kind of access is needed. a custom MISC.STR required, with Access4:"SECURITY2" (or "BANANAS" or whatever you want) line added.-in the second level, you can frob the broken door (92) and they will disappear, as they have frobinfo/worldaction/delete set. no door (and probably any other sane object) should have this set (unless it's part of some very intentional setup).-bad texturing on door alcoves (ahh, fixes so many of those when working on original levels).-a lot of wormgoos float off their surfaces, and are reversed.attaching a map where I fixed the bad lighting, sound propagation, door location and door alcoves (jump to obj 695 and compare to the original).
I thought it was just that texture and I decided to keep it because I liked the way the tile looked. And as far as my custom soil texture goes (which you didn't mention but I'll mention it) I tried REALLY hard to get the 'Material Earth' sound for texture archetypes to work but to no avail, but again, I figured I would keep it as pure 'soil' I suppose can get away with little to no sound.
And as far as my custom soil texture goes (which you didn't mention but I'll mention it) I tried REALLY hard to get the 'Material Earth' sound for texture archetypes to work but to no avail, but again, I figured I would keep it as pure 'soil' I suppose can get away with little to no sound.
that texture archetype has ended up under Missing in the gamesys
sure.I've got no idea what you are talking about there. anyway;-have SHTUP loaded when working with goos, it gives them more depth, making it much easier to see whether they are positioned correctly.-texture and lighting problems are quite noticeable even for casual players (especially when using hires texture mods), and they really are better off fixed.-same goes for objects floating off surfaces, it's not a problem if it's just a few pixels, but some are way more off than that.-the earth level 0,0,0 is in mid air and not in a blue room, but as this is not a playable level, it shouldn't matter too much.-the no-bulkhead load zones still annoying.did notice a few basic logs, definitely a step in the right direction, even though they do feel a bit on the rough edge (no portraits, and linguistically imperfect). not sure whether I will have enough time for a serious playthrough, being yanked around between way too many things these days.also, yes to the reduced spawn rates.
I'll rather be in Nice than being nice. //Thank you. I'll see myself out.
yeah, I'm pretty sure an annoying video is EXACTLY what will melt everyone's heart.aanyway, make sure to update to the latest version of the editor if you are about to use the level I posted (SS2tool). also, I find the level name (testnextlevel) strangely irritating.
yeah, there actually have been udates to Shocked cfgs no long ago, and as I have used that when editing the map, you should do too, to be safe.if you want to finalize a map, you just fire up the build dialogue, select optimized, set shadow type to terrain+objects and that should be all (well, setting lightmap to 32bit would be nice as well).