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Post Posted: 23 Feb 2015, 21:23
Post Posted: 24 Feb 2015, 12:54
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 24 Feb 2015, 17:07
Post Posted: 24 Feb 2015, 19:29
Post Posted: 24 Feb 2015, 19:37
Post Posted: 24 Feb 2015, 22:08
Post Posted: 24 Feb 2015, 23:12
Mister_Prophet wrote:I'd have to watch a video to even remember an ounce of gameplay though, but as UB said there were some instances where tending to follower Nali was a real hassle and this might be one level where this was the case for me. It's telling to me that so many of my ONP experiences bleed together and I have a hard time pinpointing individual levels, unless in very specific cases.
Post Posted: 25 Feb 2015, 03:15
Post Posted: 25 Feb 2015, 18:26
UBerserker wrote:Yeah this is the map with that wooden thin plank where Nali allies fall off so quickly and die. Really bad to look at.Most annoying are the cutscenes preceding almost every Skaarj fights, that break the action and confuse the players. The gameplay is about as fun as pushing a barrel from point A to point B for a km. I really hate when games introduce every possible enemy with a cutscene where you can't do anything at all but just stand there and look.
Post Posted: 25 Feb 2015, 20:07
Post Posted: 25 Feb 2015, 20:17
Post Posted: 25 Feb 2015, 20:55
Post Posted: 25 Feb 2015, 21:10
salsaSkaarj wrote:(...)The flow seemed natural but the video exposes some continuation flaws (which, I repeat, I never felt when playing). When playing, the cutscenes break the current tension, but create a new tension and expectation contrary to the video where the cutscenes just break the immersion. A clear example is shown with those infamous wooden planks which the Nali so succesfully avoid: the video shows what happens on first playthrough and thus emphasises the design error. Yet, when playing, after a first try part of the fun is getting the Nali to follow the player without killing themselves .. and it is possible. It never struck me as a problem, but felt like an added challenge within the game (even though it's pointless as the Nali aren't really good helpers).Having now watched the video 3 times in a row I've finally discovered why this map sucks me into the game - it's the incredible use of the z-axis with natural structures (and come to think of it - chicoverde's maps in general make use of that). I can't really express what it does to me but the fights become less important to me in this type of map so the flaws (which others may find troubling) don't bother me as much and I kind of only remember the good parts - perhaps it's that thing I have mentioned a couple of times before - it's not how visually realistic the game is that matters, it's how one percieves the imitation of realism (...).
Post Posted: 26 Feb 2015, 22:07
Post Posted: 26 Feb 2015, 22:13
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