Quib Mask
An Insightful Genius (whatever the snot that is)
Posts: 491
Ok, first the biggest problem: I'm hitting the thing limit too often. It usually occurs when a few sequencers are down, and rails are flying (the smoke is a lot of things). You simply need to pump up the "World things" count. Right now it's at 314. I believe 640 is the unpatched maximum, so try that.
Item placement is much better this time around.
- The Repeaters are fine. Each is away from powercell ammo.
- The Rail Detonators are decent; I think there only needs to be one (keep in mind a rail does more damage per shot than the Concussion Blaster and has a faster fire rate). If you agree with me and dump one, I'd say ditch the more elevated one. The one with the small square indentation below it is far away from other powerups (which is a good thing).
- The Bowcaster is in a great spot. The two backpacks by it means someone looking for health would pick it up during the grab and will possibly make use of it.
- The Sequencer Charges aren't enough. Put a big pack in between both sets of single pickups. Having a lot of ammo available isn't a problem with Sequencers as they're only barely usable as is.
- The Thermal Detonators are fine. A large supply means there's the chance they'll be used.
- The Powerboost is too easy to get to. I thought it was perfect where you had it originally, down underwater.
- The Dark Surge is in a decent spot, but the Light Surge is too easy to get to. Consider finding a way to make them equally annoying to reach. Putting them in the same spot works well and keeps things fair.
- The Armor pickup is in a good spot, but I'm a bit worried now that there's a force surge by it. I don't really have a good suggestion here...
- The "bacta run" plays out quite well, but I think the two health packs on the way to the upper Rail Detonator are too much; just 1 might keep that route from being over used.
- Like in your previous version, the Shield powerups are perfect; they're tedious to collect although close to eachother.
- The indoor pool still serves little purpose, I'm not sure anyone takes the time to dive for a STRifle; maybe swap it with the Repeater that's sitting in the stream?
Gameplay was fluid as long as we avoided the Rail Detonator (as it kept hitting the thing count, arg!). There are now 3 circuits you can run in the level, but the layout keeps you from being able to move too fast, even with Force Speed because of having to stop to jump up large steps.
I snuck up top and like what you did with the wall. The sky sorta whacks out if you jump above the height of the wall, but it's not too big of a deal. The pit still isn't deadly, but I liked having it available to knock people down into and chuck thermals down on their head.
I miss the oddly textured cement block that you had above the rail charge ammo, why'd you match it to the rest of the wall? All-in-all though, the texuring was as beautiful as before.
QM