I'll design you a new one.
Put me on JAW's payroll. |
:
|
:
|
If you're going to have meep in AOHD, please for the love of God make them more alien. Make them more like haggis. =D
|
Who mentioned meeps? Meeps.. I can't believi OWI would come up with something that... Scientifically impossible. They've always cared dearly about their creature designs. Then they came up with the meep.
|
I thought Meeps were fucking stupid, and the herding challenge was one of the most blatant and shameless cases of length-padding in video game history. I'd rather we keep them confined to MO and not ruin AO/AE with their inclusion.
|
I'd rather take some little bolamites hanging in dark areas. (like the birds or the glowing eyes in Paramonian temple)
|
Beyond the pigeons and the bees, I don't really think additional wildlife is necessary. I liked the lonely, solitary feel of the environments. I think making them busy with little critters would ruin that.
It might work well in the free-fire zone if it wasn't too blatant. Having undefined shadows scurrying between the tall grass, etc. |
Please... no bats. WORST ENEMY EVER. They bloody cheat, moving off their set path to get you. At least they are only in the nature areas... Hell, I can even stomach the bees, at least they serve a gameplay purpose by distracting Elum
|
Even if it's just for one puzzle, I think the Elum Ray should be brought back. I'd love to see it in action. :D
|
Wasn't that simply replaced by the honey though?
I'm sure it would probably be the same to, run away and find something to get Elum away. |
:
|
I'm glad my ideas are getting so much praise.
Oddworld has always felt a certain way to me, and I feel like nothing should be added to the HD version out of necessity. |
:
|
They were easy as hell, just roll off the edges.
Though I must admit I did have a lot of trouble with one of them when recording my LP otherwise I find them a breeze, I must be honest, I only know about rolling off the edge because of one of the demo's. |
Yes, thats the same tactic I use. But sometimes when I climb back up onto the ledge, or when I'm in mid air rolling to the next, I'll get hit by a boulder, even though its miles away from me. I'd say it must be mine thats glitched, but I have it on PSX, PC, and PSP, and it does it on all of them. I panic as well.
|
I've always found the collision area of the swinging boulders greatly inconsistent. Rolling and hanging often sees me getting hit.
|
It must've just been a mistake in the model or level designs.
|
To be honest they look more like animations than actual objects. I could be right about them being animations, I haven't looked at them in the level editor before, I just know they are called a "Z Ball"
I would have had no clue they were dangerous if it wasn't for the demo. I dread to think how much trouble I would have had if it wasn't for that demo :p |
They are physical animations that you can come into contact with, I don't know what the word is.
|
I think the word you're looking for is bullshit.
|
What I mean is. They are animations, but, there is a model too that... I don't know why I'm trying to explain it, other people know a lot more about it than me.
|
Sprites ?
|
Its more than just a sprite, I think. I'm not too sure, wait for Kapteeni or Paul or something.
|
I think they're called Entities. Animations with hit boxes that interact with the foreground and I believe where the balls can kill abe are called death zones, if i'm correct.
|
I don't know if your terminology is correct, but you have the right idea.
The swinging balls are just animated props, and only certain frames of the animation trigger the command to make Abe fall/die. |
I thought they were sprites, anyway please remove them or replace them with falling rocks or moving bombs or something
|
I thought the swinging boulders were a great challenge, and it had a very Indiana Jones feel, which was appropriate for the temples. It was also a more realistic alternative to falling rocks. I think falling rocks should be confined to levers/switches only, because an endless supply of them dropping at perfect intervals is another one of those game mechanics that would just seem silly by today's standards.
|
It might work for Rupture Farms where those carcasses were falling, there's a number of reasonable explanations as to why that might occur. However, in the Monsaic and other native places, it makes less sense. Nevertheless, it seems over analytical to get rid of them, they were a fun mechanic and of course they weren't exactly overly complex or difficult. Those swinging balls were great as well, I'm playing through AO on and off at the moment, and I'm stuck on that area, although it's not always to do with the swinging boulders, the slog won't follow me unless I pull the lever, which gives me no time to escape before it kills me.
|
I absolutely hate these, as they're pretty painful in a 2D environment, but in 3D they should be much less frustrating. Perhaps giving their swing a slightly higher amplitude would make then more obvious.
|
At least remove the bats from one of those levels. It always puts a downer on my playthrough up until that point because I know its coming. I hate Paramonia anyway.
|
:
|
I always just ran as soon as the balls appeared on screen,
it works for the most part. |
They're animated sprites with variable collision. I don't think they're actual 3D objects, given that the engine is 2D.
EDIT: Oh, new page. Bats moving along a precise path is a little silly. We need something else, really. |
What's the big deal with them? Why do about 80% of the people want anything that makes the game remotely hard removed? Jesus, if it's such a chore go find one of those baby games where you have to put the right shaped blocks in the right shaped hole. I don't get why you lot seem to want to water down the difficulty so much?
|
Bombs would be ok. But that would be stupid in the middle of an old abandoned temple.
Edit Scrabtrapman you speedy shit. I think there is a line between challenging and fustrating, don't you? |
I don't mind the "avoid the flying objects by tracking their path" puzzles. That one with the flying mine where you have to whistle is great.
I just think they should be something instead of geometrically obsessive bats. |
Artificial Difficulty ≠ Hard
|
what
Difficulty = Hard Artificial Difficulty = Hard |
:
I don't see what's wrong with it, if the only reason a to why they shouldn't be included is because it's hard or, 'it's not very realistic'...I think you need to realise that Oddworld, is not steeped in realism. E: MM got there first. |