[WIP] S.U.P.E.R Natural: Demo Updated

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Cryomundus
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Cryomundus »

Massive spoiler of an event I encountered during my playthrough.

Also a bit of a rant too.
Spoiler:
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Jblade
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Jblade »

You really need to chill out. If you're getting this angry over the lack of a map than you need to step back and stop playing for a bit.

anyways, about the sewer map:
Spoiler:
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Cryomundus
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Cryomundus »

I want to like it, but there's just so much wandering that I can't be assed to actually finish it. The lack of a map just adds to the frustration.
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Discordance
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Discordance »

nighttime is NOT black
I beg to differ.
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Cryomundus
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Cryomundus »

Pure dark/Pitch black. No light, unable to see anything. There's a reason why black clothes don't blend in with the night sky.
Anywho, found a way to get a map up. Not ideal, but its way better already.
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Orb Swallowing Fox
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Orb Swallowing Fox »

I was one of those myself who kind of wanted a map, but I think not having it does allow for a deeper immersion, and also would preserve some important surprises, like when let's just say without spoiling, the scenery doesn't act as you'd expect it to ^w^. What I would have liked and suggest for this mod in my feedback now is glow sticks. Here's how it would work.

I'd have a handheld green glowstick via an eye candy weapon if such a handy sprite exists, I do have to say having absolutely nothing on my screen is probably the only thing I have to say about this mod that feels a little missing for me, and secondly and most importantly, I'd have it so you have say 100 glowstick ammo, you can toss these before you and use them as bread crumbs which never go out (good ones in reality can stay nice and bright for over 12 hours) you can use to mark places you've been to or paths you want to keep marked etc, would have been handy in the wooded lake area which was a maze and was my favorite part of game! Plus unlike flashlights, glows sticks with their soft green glow wouldn't overly illuminate an area like a lantern or flashlight and I think they'd be quite fitting! Also, to prevent having too many laying about, could either set it up so only 100 can be deployed before the oldest ones disappear or have it so you can pick them up again after they've been dropped and added to your ammo again. Would give something fun to do with multiple purposes while roaming this impressive world you have created, it's a genuine masterpiece with no equal now already! =^.^=
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Cryomundus
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Cryomundus »

Balls to immersion. I'd rather enjoy the sights, and get to the interesting bits faster. Better than wandering around the same area for hours. I don't think anyone likes being stuck in the same area for a long time unable to progress.

Glow sticks would be damn handy tho.

I'd hesitate on the masterpiece title, tho, while it's good, it's still bad in some places. It needs some more polish.
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Mav3rick
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Mav3rick »

what about a compas? honestly i dont have clue where is north, south or anywhere :P
Pyroscourge
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Pyroscourge »

Cryomundus wrote:Massive spoiler of an event I encountered during my playthrough.

Also a bit of a rant too.
Spoiler:
Spoiler:
Last edited by Pyroscourge on Tue Aug 12, 2014 6:13 pm, edited 1 time in total.
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Ed the Bat
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Ed the Bat »

If monsters are removing themselves by 'killing' themselves, you could instead have them removed with Thing_Remove, which will not boost the killcount. Granted, since this value is theoretically supposed to be invisible to the player, I guess it doesn't make a huge difference.
Pyroscourge
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Pyroscourge »

Ed the Bat wrote:If monsters are removing themselves by 'killing' themselves, you could instead have them removed with Thing_Remove, which will not boost the killcount. Granted, since this value is theoretically supposed to be invisible to the player, I guess it doesn't make a huge difference.
They actually remove themselves by jumping to a remove state within their own decorate, so I guess that keeps the count.
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Ed the Bat
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Ed the Bat »

That's where the Thing_Remove command is supposed to go. :3:
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Boreas249
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Boreas249 »

Pants-shittingly scary... cool mod though, so far... definitely want to see it finished!

Gonna continue playing though an point out any bugs/gripes as I go along.

That... thing though... *shudders*
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Cryomundus
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Cryomundus »

Boreas249 wrote:Pants-shittingly scary... cool mod though, so far... definitely want to see it finished!

Gonna continue playing though an point out any bugs/gripes as I go along.

That... thing though... *shudders*
It's wearing Bear Claw Mittens tho. I can't take it seriously once I noticed that.
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Ed the Bat
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Post by Ed the Bat »

Just randomly found a couple of bugs. Trying to use journal controls on the setup map provokes ACS errors. Also, right at the beginning of the Lake map, I hopped up onto the crates with the PDA, then fell between them and got trapped.

Just thought I'd mention before I forget.
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