Sinistral wrote:In the first couple of maps, I seem to get snagged on the surroundings quite a bit. After that, the problem went away.
Not really sure what you mean by this, there isn't any problems with the collision of the terrain as far as I've seen. If you could provide more detail on this I would be grateful.
Not really. Sorry. I never got stuck, merely unexpectedly stopped and then had to manoeuvre away.
Sinistral wrote:Extremely annoying respawn for ever (as far as I can tell) Skaarj Gunner on the way out of one of the levels. Annoying, because it is not consistent with behaviour elsewhere and annoying because I wasted a ton of ammo and health before I realised that I was supposed to just run past the gunner spawn point (which could have been better done - the monsters just appeared on the spot without any hint of a justification)
Sounds like you've found a bug I didn't know about. I think you're talking about the spawns that appear after you've killed the Krall in the castle. The idea here is that with the Krall gone, the Skaarj come back to claim the territory. I didn't want to use more Krall in this section as by this point you'd already killed about 50.
The spawnpoint is supposed to produce one Skaarj on each spawnpoint and do it discreetly before you arrive back to the tunnels, if this didn't happen it's probably a bug.
Yes. The problem was at the centre of the tunnel on the way back from the castle. (sorry - I was being vague as I didn't want to spoil things for those yet to play)
If it was a bug then I also withdraw the comment about the respawn being unconvincing. A single gunner waiting for the player does not need an explanation as to how he got there.
On the topic of bugs, I forgot, I think you might have an off by one error on the count of Krall. I had reached zero and still had a Krall to kill - that might have caused your respawn error.
Sinistral wrote:A minor HOM visible from high up in "The Krall Castle" from the edge of one of the buildings - not a significant issue.
Not seen this, if you can provide more detail, again I would be grateful.
Not near my desktop (I'm sitting in Erskine Swimming Pool viewing area at the moment - you'll know where that is!) but when I get home I'll try and grab a screenshot.
Sinistral wrote:
I do agree the final levels can be tricky in places, but it's all do-able. I've done it myself countless times during testing. The main advice on the Skaarj ship is to do what your there to do, and run away from the rest! There's no need to fight the entire Skaarj Army! It's funny too because someone in another thread complained that the final boss battle was far too easy.
There's no pleasing some folk.
I suppose the point is that you had too much practice. If I can compare my experience with Doom - when it first came out it took ages to get through and there was a ton of save-open door-die-reload. By the latter days of Doom's primacy, in order to get some challenge I took to seeing if I could play through the first ten levels without saving and most of the time I could manage it.
The lesson (if it is one) is to get a couple of players new to the pack to play a very late version if you want a realistic estimate of play time.
Sinistral wrote:Right, now I that I've got all that off my chest, you can forget all about it and we can talk about the good things.
I'm glad there are some after all that lot!
Remember! They were "quibbles", not serious "you killed my puppy dog" complaints!
Sinistral wrote:One overused bad joke aside, there was a nice thread of humour running through events.
There was?
e.g. the (very) big red button near the end (or is that supposed to be a complaint about scale?:))
Sinistral wrote:Good though the valley exteriors were, where this map pack shone was in the bases.
I actually was worried the base interiors were the weakest part as a result spent loads of time making stuff to "fill them up".
Satisfactorily over-compensated!