LilWhiteMouse wrote:As far as resources go, untapped is an understatement. Consider Hexen has 20 megs, DF has 40+ of nothing but textures & sprites (retail version).
Hmmm, might be worth tracking down and buying the full game just for the resources some time. As for plot depth and eye candy, I just finished playing Dungeon Master and Eye of the Beholder 1 and 2 again a couple of months ago. Whilst both have some story, they are hardly cutting edge (even less so than vanilla doom), so I should be able to cope with that in DF too.
Anyway, just completed the revised version of Wolfen. Took me 1 hour 15 minutes. It seemed a lot more logical this time, but then I knew what to expect. What's more, I think I did it honestly, unless I accidentally took a short cut. See below.
Anyway, here's some stuff I spotted, and other comments.
The reduced glitter bridge making it harder to get to the exit for the oes bog for the first time annoyed me for 2 reasons. 1 I don't like jumping puzzles and 2 I thought it was going to be like that all the time and so be a real PIA every time I wanted to revisit the level. Fortunately 2 was taken care of by you, so I can live with 1.
There is also a bit of ceiling moss beside the exit to the oes bog that was actually sitting on the ground.
In the oes bog itself, are you supposed to be able to squeeze past the end pillar with the health vials on them (the ones that eventually lower and give you access to the mana beam switch)? If so, then if feels a little too tight IMO - kind of like you are maybe cheating. If not, then I have not worked out the correct way to get to the area of the map beyond and thereby get the steel key.
The Heretic wizard attacks have a messed up sprite ( FX11D0 )
I really like the frozen area with all the frozen enemies standing around - very creepy. I know that was there before, but I hadn't mentioned it.
Love the thief objective complete sound being used, because it is very fitting, I think it is a great sound and it reminds me of Thief, which I think is a great game. However, it is possible to get the sound and message saying "map complete" when there are still essential items on the map (specifically keys to allow you to progress to essential areas in other maps). Suggest either changing the message to reflect that only the mana beam has been disabled, or delay the "map complete" message until all essential tasks are done. I prefer the second option, even if it s a little harder to implement. What I ended up doing was getting the message, then confidently leaving the map thinking there was nothing left to do, but later realising there was an area on another map I couldnt get to. By that stage, however, I had no real idea which map to re-visit to get the required key.
Whilst on keys, I think the castle key is a little tough to find. It is in an area that is almost like finding a secret, and I *think* from checking the map in the editor, it may not even always be present on the level (?). This seems a wrong for an item that is essential for completing the game. Suggest bigger clues, or simply put it somewhere more obvious. What is it that makes it spawn anyway?
The lines on the clock gearbox are blocking. Whilst this may be a fix to avoid people getting up that way, it also prevents you dropping off the roof that way. When you are dropping down from the top, you cannot see any reason to be blocked at that particular point, so it feels a little clumsy.
In the fire tower level, once you have fought the wyvern and descended the stairs, if you stand on the island and look back to the main island, at the bottom of the slopes on the main island, you can see a "HOM-y" kind of effect at the bottom of the "mountains". I think it is caused by the sloping mountains dropping down too low or something. Not a major glitch though.
Getting the swamp key can get screwed if you do things in the wrong order. If you are running around and not paying enough attention (as I was) it is possible to miss the switch at the top of the well beside the swamp key (the one that lowers the key). So I ended up going to the bottom of the level, flicking the switch down there that gives access to the lowered key, but because the sector with the key on it had not lowered, the sector to give me access did not lower either. "Doh! I know where there is a switch - not a problem - go back upstairs and lower the key" I thought. I did that, but when I went back below again, the lower switch must be a use once because it was in the "used" position and would not switch - so I could not get access to the key. Fortunately I had a savegame before flicking the lowered switch. Suggest not allowing access to the lower area, or at least the part of the lower area with the switch, until the upper switch has been used.
Oh yeah, and I still got the enDSeQ thing.