Well that was a giggle
Moderator: TNM Team
Forum rules
NO SPOILERS ALLOWED.
NO SPOILERS ALLOWED.
Re: Well that was a giggle
Sounds like I missed some suicidal lolz.
Growing old is inevitable.......Growing up is optional
Re: Well that was a giggle
They were impressive and memorable, but they were also piss poor game design. I now know how we could've fixed them, but especially the turret hallway would require substantial work, and the OSC02 map already has more detail packed into it than the editor can handle. Fixing the burning warehouse would mostly come down to code changes, and I get the impression that both of our programmers would rather eat a cat than touch a single line of TNM code ever again.Jaedar wrote:In my opinion the two first ones were the best set pieces in the OSC, and I miss them.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Re: Well that was a giggle
Hahaha, for the sake of the cat population and the sanity of the programmers, that might be best left well enough alone then.
Growing old is inevitable.......Growing up is optional
Re: Well that was a giggle
So... am I some sort of disturbed individual for not finding the OSC all that bad in version 1.0, then? I mean, I died a couple of times but I actually found that whole mission pretty entertaining. Unless the trauma wiped the really bad parts from my memory...
Re: Well that was a giggle
Well it could be that you're clever, but feel free to feel disturbed, you'll fit right in here then.symuun wrote:So... am I some sort of disturbed individual for not finding the OSC all that bad in version 1.0, then? I mean, I died a couple of times but I actually found that whole mission pretty entertaining. Unless the trauma wiped the really bad parts from my memory...
Growing old is inevitable.......Growing up is optional
- Hassat Hunter
- Illuminati
- Posts: 2182
- Joined: Fri Apr 10, 2009 1:20 pm
Re: Well that was a giggle
We are hardcore and sado-machosistic though, so we want "hardcore" OSC .Jonas wrote:They were impressive and memorable, but they were also piss poor game design.Jaedar wrote:In my opinion the two first ones were the best set pieces in the OSC, and I miss them.
Can't the majority of the fire-"problem" be fixed with a stratigical placed medkit (after the fact) and fire extinguisher (in the room)?
As for the turrets; there is a medbot in the very next room, so getting damaged *should* pose no issue.
(just don't die!)
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: Well that was a giggle
Dying is the problem.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Re: Well that was a giggle
I think the main problem is the door at the end. Without it, you could get out that much faster.Jonas wrote:Dying is the problem.
"Delays are temporary; mediocrity is forever."
odio ergo sum
odio ergo sum
- Hassat Hunter
- Illuminati
- Posts: 2182
- Joined: Fri Apr 10, 2009 1:20 pm
Re: Well that was a giggle
Well, you can avoid it by going in the shaft with the spiderbots.
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: Well that was a giggle
Looks like I know the next DX related activity to try (outside of recording game mods - I about got ZODIAC done over the weekend). What would I need to do if I were to load the 1.00 version to load the starting OSC map and have it work right?
Re: Well that was a giggle
I thought the OSC traps were disabled because they required damage to pass through, so if your health was low at the beginning of the trap you were SOL.
My name is not Jeff.
Re: Well that was a giggle
Exactly.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Hassat Hunter
- Illuminati
- Posts: 2182
- Joined: Fri Apr 10, 2009 1:20 pm
Re: Well that was a giggle
That's why it would be a release for hardcore players, who can handle that kind of pressure .
Or simply; What exactly has changed between 1.0.0 and 1.0.4? If not much on the map that got the changes(2?) we could just use the 1.0.0 map. Would be easier as download than extraction/re-install though.
Or simply; What exactly has changed between 1.0.0 and 1.0.4? If not much on the map that got the changes(2?) we could just use the 1.0.0 map. Would be easier as download than extraction/re-install though.
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: Well that was a giggle
Of stuff unrelated to the removed obstacles, only the BSP fix.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Hassat Hunter
- Illuminati
- Posts: 2182
- Joined: Fri Apr 10, 2009 1:20 pm
Re: Well that was a giggle
Well, that was on 04, and that got only the beam removed (no objections there).
01 got crates and stuff under the elevator, but no fixes there (not even the metal door that breaks as wood).
03? Probably nothing gone there either...
So all that's left is just 02.
01 got crates and stuff under the elevator, but no fixes there (not even the metal door that breaks as wood).
03? Probably nothing gone there either...
So all that's left is just 02.
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...