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04/02/2013 - "Strange World: Part7" by DavidM

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Subject: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 04 Feb 2013, 21:32

Map Title: Strange World: Part7
Author: DavidM
From: Strange World
Filename: strange7.unr
Music Files: Warlord.umx, EndEx.umx




video playthrough:
https://www.youtube.com/watch?v=6RqWceSwn2Y

Synopsis: After a not so-soft landing, it's time for you to get back to your ship and deal with the remaining, angry Mercenaries.

Discuss!

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 05 Feb 2013, 21:10

I do love strange world
ImageIgnorance is knowing anything
And only idiots know everything

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 07 Feb 2013, 01:28

There's not much I remember about this map, it's been ages since I last played Strange World. I liked how even though the maps themselves were linear, you went back and visited old locations like in RtNP and Tashara's Cove.
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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 07 Feb 2013, 08:43

I remember at the end of this map, the player thinks that there will be a great big boss... and it's a midget mercenary!

I love strangeworld, mostly because of the railgun... oh and that controlable cannon...
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DavidM
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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 08 Feb 2013, 21:39

I thought you've been through all of my maps already.

It's surprising how much I don't remember at all.
So if I get the ending right... you didn't have to walk through all the 7 maps and run in circles, you could just have opened that portal in the beginning. Sounds like me: running in circles for nothing and smashing that fact into the players face, just for a laugh.

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 08 Feb 2013, 22:41

The railgun and the rocket turret are some of the most memorable sequences from early Unreal SP days for me. That and the dynamic day/night transition!
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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 09 Feb 2013, 02:13

A pretty simple ending level and mostly just backtracking through the first map. The big Merc horde is fun to blow away with Strangeworld's overpowered weapons, and the ending+final boss is amusing enough to work as a climax but it's overall one of the weaker maps in the pack.
Formerly Mman

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 09 Feb 2013, 10:00

StrangeWorld in Coop is the best.
Nice that you're still around, David :o
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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 09 Feb 2013, 14:46

Waffnuffly wrote:The railgun and the rocket turret are some of the most memorable sequences from early Unreal SP days for me. That and the dynamic day/night transition!


Same here! I always enjoy playing through Strange World with my friend, in coop. The rocket turret is so much fun!

I like the novelty of the rail gun, but I never really mastered the strategic use of it. It seems good against enemies who haven't noticed you yet, as that first hit will do a lot of damage. But I haven't really figured out what the advantages of the alt-fire mode might be. Without looking at the code (which I wouldn't really know how to do), I get the subjective sense that the primary fire does a little more damage, and being "hit-scan" it can't be dodged by enemies as easily as the secondary fire.

Does anybody have a favorite use for the alt-fire with the railgun?

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 10 Feb 2013, 02:23

I can't even remember what the alt fire was. Refresh my memory?
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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 10 Feb 2013, 07:39

Waffnuffly wrote:I can't even remember what the alt fire was. Refresh my memory?


It sends out a short series or "string" of little "energy balls" that hit the target in quick succession, if they don't dodge out of the way first:

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 10 Feb 2013, 12:30

I have no idea what the secondary fire of the railgun is about; it's damage is as good as the primary at best, the splash damage does barely anything, and it's so sluggish most enemies have moved out the way in the year it takes to reach them.
Formerly Mman

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 10 Feb 2013, 13:36

It's best comparable to Eightball rockets: flies slower, does less damage, consumes 2 ammo, smaller explosion radius. It's totally useless in comparison to the primary fire which does instant 100 damage (nearly 3 times as much as ASMD primary) and consumes 1 ammo only.

Most DavidM levels have something special. That's majorly missing in this map. OK the joke with the small endboss and malicious ending, but nothing really memorable.

DavidM
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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 10 Feb 2013, 15:02

I see the package as a whole, not as 7 separate maps.
I always like going back to places you've been to before. I generally like this in games.

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Subject: Re: 04/02/2013 - "Strange World: Part7" by DavidM

Post Posted: 10 Feb 2013, 15:55

Yeah, but this is MOTW. If you'd ask people, which map of the pack stick most in mind, you wouldn't get this map as answer. I'd mention the Sky Isle map because it is the most unique map of the pack. Other people would list one of the Skaarj vs Mercenaries maps because you don't come often in the firing line of 2 opposite coalitions.

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