I played through the whole pack a few months ago and didn't notice anything taken from custom maps but then again I have yet to play
Hexephet (which is one of those I've consciously saved until I've played through less praised community works).
UBerserker, you briefly mentioned this:
UBerserker wrote:So.
In these recent weeks I decided to try 227i for a long while and started straight out with this mappack. I still can't be accustomed with 227 because, while it improves a bit on the visual side, it still got some technical issues like [...] AI sometimes fucking up etc...
Could you please elaborate? I'll tell you what I've experienced with 227 which I can't really explain - more or less related to AI:
- I recently (some months ago, before the May-June crunch time I've experienced with work) played through the original
Unreal again, must be my second complete playthrough only, with
227 this time; was great, but I also experienced the most bizarre fucking up of scripted sequences, which (when they did occur) occurred upon launching a map the first time and
only the first time with 227 installed: starting with
Vortex Rikers, the Skaarj would not run away, instead moving back and forth on the spot, I even shot it several times - and it tried to attack me but strangely I didn't suffer damage despite there clearly being a collision - eventually (after several seconds) it managed to run away and barely had time to hide around the corner before my eyes went round that same corner; the most horrible bug occurred in
Rrajigar Mine - the lights never went off during the ambush!!!! (everything else worked though) I reloaded the map (reloading a save didn't help) and the bug never EVER happened again (thank goodness). I have no other specific examples in mind but I think a similar bug occurred in
Nali Castle with the Skaarj Berserker and the guillotine: took several attempts for the Berserker to activate the guillotine, even managed to shoot it several times so by the time the guillotine was activated, the Berserker was almost dead!
- Pretty sure similar, less noticeable bugs occurred with some scripted sequences in
RTNP: for example, the Nali fell to his death in
Approaching UMS Prometheus but the bridge never collapsed!! Reloaded the map and this time everything went according to the designer's plan.
- However, "AI fucking up" on its own is something that isn't apparent to me, in my experience.
I would therefore be curious to hear about specific examples.