Like I said, this is the first time I've really played the game seriously, so I haven't had a lot to say before now. Also a lot of the conversation seemed to be dominated by bickering over MP, which I haven't played, and am less interested in anyway.I got it working well enough on Linux with a newer version of Wine, so I gave up on trying to get Windows to behave itself. Still hoping for a proper Linux version one day, though.edit: I think the marshes may be the most linear level, but more importantly I think it has the least of that "indistinguishable connective tissue" I was talking about. Instead of identical hallways all over the place, you have stuff like:- a broken bridge submerged in sludge- rocks to jump across- ledges to traverse- overhead walkways that you can look down from and see an area you were just inStuff like that. I think pretty much everything in the level is recognizable, instead of just hallway #1234987 and hallway #98453. Which one goes where? Better check the map -- whee, it's like I'm playing a top-down shooter instead of an FPS. Whoops, there's a teleporter, who knows where the fuck that goes.Okay I'm just ranting at this point I'm going to bed.
How come you havent really posted in a few years, buddy?
Anyways, I'm really liking the game myself its very very good this is from a SP standpoint mostly. I can understand the mp complaints from old school players though. Probably just needs some time to update the mp but I didn't think it was that bad maybe because I just played with two friends. I do know the weapon damages are different but its not so bad plus we have the ability to mod. All those numbers can be self adjusted. I discovered that there is basically one guy working on the netcode and the mp that's a lot of work for one guy good job keep it up don't be discouraged you can make it better.
You wanted to know what I think of the mp map caverns here. Congrats man happy for you. I know this means a lot to you on a personal level and that's a pro quality made level Its well deserved after you make over 40 maps and work that hard. I wonder what map number this one was?
the auto-switch new weapon option, that would be great
So what changes could we spot that affect gameplay so far?+So far the hit detection is more precise, but damage reduction on arms and legs seems the same as the original.+Explosive weapons always deal a set amount of damage thats not affected by which bodypart you hit except to trigger specific death animations. Honestly this is a great change which makes the scorpion launcher and the grenade launcher not just USABLE but the power weapons they are meant to be.The plasma rifle shot also counts as explosive, but not its sniper shot.+The shredder had some changes. Since hit detection got fine tuned, the regular shells wont kill enemies so easily all the time unless you go for headshots. (im talking weird shit like 1 shotting the purlinn gunners, even when shotting their backpacks).The shrapnel works as intended and its actually for enclosed spaces, tough I dont know if they increased the shrapnels hitbox or they gave them some bullet magnetism, either way its great.+Normal difficulty is about the same as in the N64, and hard&hardcore seem to have damage values similar to the PC version's normal/hard difficulties.+Cerebral bore and scorpion launcher's projectiles have better movement pathing and speed so now they wont go in crazy zigzag patterns while tracking their targets-The shredder's explosive shells are a bit too overpowered when bouncing on terrain.
Looking for game on beta turok ex 1.5.1nobodys playing tonight and there's a patch. Look for Gazerbeams server or start running the update. common people lets RoK