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-   -   Abe HD Ideas (http://www.oddworldforums.net/showthread.php?t=20450)

SpAM_CAN 06-02-2012 04:34 PM

How about rather than a bird portal to get back to RuptureFarms, you use the Shurykul to fry the gates to the Stockyards, letting all the Scrabs and Paramites stampede the Slig guards to give you a way in?

MeechMunchie 06-02-2012 04:36 PM

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Alternative to temple mines: bear traps

I don't think bear traps can fly. I'm not an expert, mind you.

Nepsotic 06-02-2012 04:46 PM

Land mines can't fly either. So whats the problem? I think it would make more sense.

MeechMunchie 06-02-2012 04:51 PM

They're not land mines. They're floating mines. Clue's in the name.

So what, we just have some bear traps sliding around the screen where bats used to be... ?

Scrabaniac 06-02-2012 11:46 PM

If we kept the bats and removed the boulders, those levels in the paramonian temple could just be booby trapped so that you step on a switch which activates an ancient timer which eventually shuts the exit door, releasing lots of bats which home in on you. Kind of like the boardroom without the gas and modern countdown technology

JennyGenesis 06-03-2012 02:15 AM

I wouldn't like that, we never had a time restriction in the beginning, and having a timer on those levels would be ridiculous because they take a lot of thinking. With The Boardroom, working out what to do is rather straightforward.

SpAM_CAN 06-03-2012 02:28 AM

I was talking about replacing the landmines in the temples with other kinds of traps, not floating mines

JennyGenesis 06-03-2012 02:41 AM

I was referring to what scrabaniac said.

SpAM_CAN 06-03-2012 02:42 AM

I know, but I forgot to click quote to specify who I was replying to :3

Nepsotic 06-03-2012 02:46 AM

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They're not land mines. They're floating mines. Clue's in the name.

So what, we just have some bear traps sliding around the screen where bats used to be... ?

He wasn't referring to that, he was talking about mines in general, why are they there in an old temple?

SpAM_CAN 06-03-2012 02:53 AM

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He wasn't referring to that, he was talking about mines in general, why are they there in an old temple?

And Sligs too. I could understand it if they were there constantly in every chamber, as it'd be like they are occupying the temples, but they aren't, they are only in a couple of areas.

Also, why do some Slogs attack Sligs but others don't? It really annoyed me, the inconsistency of it all.

STM 06-03-2012 02:53 AM

I really hope JAW just ignored this last page and a half and does whatever they think best...not that there's and doubt in that.

Jordan 06-03-2012 03:00 AM

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Really? You want to see that? That's not dark, it's bordering more on the lines of morbid. It's thin-ice territory, and the only thing underneath if you fall through it is thousands of angry sharks, in this instance, the sharks are angry fans with money.

What, and being ground up into bits of meat that fly towards the screen isn't bordering on the lines of morbid? To be honest, I think a few of the death animations in Oddworld are pretty gruesome, I don't think Abe catching fire is much different.

Phylum 06-03-2012 03:01 AM

I think there are definitely a few good ideas out there, such as chanting interfering with lighting, and it can't hurt for them to see what we think. The swinging boulders never felt fair or predictable and it's good to make sure JAW know that if they carry it into AOHD.

e: @STM

Wil 06-03-2012 03:06 AM

Let's replace bats with Flying Sligs.

JennyGenesis 06-03-2012 03:38 AM

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And Sligs too. I could understand it if they were there constantly in every chamber, as it'd be like they are occupying the temples, but they aren't, they are only in a couple of areas.

Also, why do some Slogs attack Sligs but others don't? It really annoyed me, the inconsistency of it all.

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He wasn't referring to that, he was talking about mines in general, why are they there in an old temple?

Well much like the same reason why there are Sligs in the Monsaic Lines, because the Macog Cartel have invaded those locations.

I can't believe you are whining about Slogs, it's almost like seeing a stray dog on the street, you don't know if it's a friendly dog or if it's going to chase and attack you, stray dogs don't have consistency, and inconsistency in Slogs adds to the challenge


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I really hope JAW just ignored this last page and a half and does whatever they think best...not that there's and doubt in that.

Totally agree with you there.

Nepsotic 06-03-2012 03:48 AM

Why's that? Theres some good ideas, and inevitably some bad ones. What makes you decide which ones are which?

STM 06-03-2012 05:16 AM

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I think there are definitely a few good ideas out there, such as chanting interfering with lighting, and it can't hurt for them to see what we think. The swinging boulders never felt fair or predictable and it's good to make sure JAW know that if they carry it into AOHD.

e: @STM

Actually, the chanting thing I only just saw, that's really good, I love that.

Slog Bait 06-03-2012 05:28 AM

But, it's pretty easy to tell when the slogs are going to be hostile. The only times they also attack you as a slig are when they're coming out of the kennels in waves. The only exception to this I can think of is in AE, in one of the sections of the Brewery, there's a kennel filled with sloggies. If you don't electrocute them before you possess a slig they'll be friendly.

MeechMunchie 06-03-2012 06:02 AM

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I was talking about replacing the landmines in the temples with other kinds of traps, not floating mines

That's fair enough, but do you get mines inside the temple proper? I just thought they were in the outskirts, where you still have Sligs, Slogs, and therefore general security measures.

You don't get security right in the middle because they're penning the animals in, not exterminating them.

Nepsotic 06-03-2012 06:46 AM

There is a part in the middle of the paramonian temple where there are a ton of mines, but no sligs.

SpAM_CAN 06-03-2012 08:04 AM

The temple Sligs may have actually been in Exoddus, but my point still stands.

As for the Slog thing, I think it isn't unreasonable to ask for consistency. You make a point of referring to street dogs, but these aren't street Slogs - they are kept in the same kennels as the Slogs that are allies to the Sligs. Also, they only attack possessed Sligs. Also, the manual says that they are "a Sligs best friend", implying that any Slig is able to command Slogs.

All I'm asking for is consistency, or some indicator as to which type of Slog it is (such as a collar or something for 'domesticated' Slogs).

Slog Bait 06-03-2012 08:12 AM

But they're all 'domesticated' slogs. If you haven't noticed, when sligs are around the kennels and aren't possessed, slogs won't attack them, they just come straight after you. However, if you possess the slig, the slogs will start attacking the slig because they know you've possessed them. Stand alone slogs don't attack sligs even if you've possessed them.

Also in AE, only the scrab temple has sligs and slogs in it. The run at the end of the Mudanchee Vault shows that the industrialists have already found the vaults and started invading it as well, while the Mudomo Vaults were completely untouched. In AO, both Paramonia and Scrabania had sligs/slogs/mines/etc spread throughout. Remember, paramites and scrabs are endangered. It's not exactly easy to find them any more so they're pulling them out of the heart of their nesting grounds.

Rampage48 06-03-2012 08:29 AM

I dunno if they stopped wanting suggestion or not yet since I just came back after a year xD. But if Abe HD and such are going to be like the originals. Please stay with that 2.5Dish playground with the background moving 3Dish? That probably makes no sense, but I mean like with the 3D barrels moving in the background and such inside Rupture Farms?. Dunno, I enjoyed that when I was little.

EDIT: Also please keep the "Chump" spelling. Like for example: Bonewerkz instead of Bone works.
Also that lovely chime that's music to my ears when you find a secret room :D

SpAM_CAN 06-03-2012 08:45 AM

How do Slogs know? As has been pointed out before, they have no eyes, and probably can't tell when a Slig is shaking around and being possessed (as far as I know, Psy powers don't have a smell...). Also, single Slogs DO attack Sligs if they were part of a group that attacked Sligs previously (still only possessed ones).

The Sligs and Slogs invading the vaults and temples is fine, though I'd think that Mudokon Trials wouldn't use, as crucial components, industrialist tech.


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I dunno if they stopped wanting suggestion or not yet since I just came back after a year xD. But if Abe HD and such are going to be like the originals. Please stay with that 2.5Dish playground with the background moving 3Dish? That probably makes no sense, but I mean like with the 3D barrels moving in the background and such inside Rupture Farms?. Dunno, I enjoyed that when I was little.

EDIT: Also please keep the "Chump" spelling. Like for example: Bonewerkz instead of Bone works.
Also that lovely chime that's music to my ears when you find a secret room :D

That has been confirmed to be the direction, and it is moving to a scrolling screen system rather than screen-by-screen

Slog Bait 06-03-2012 09:30 AM

I'm pretty sure the slogs operate very much like dogs and can just tell when one of their "masters" are possessed. They're not deaf either. I'm sure if something was up they could hear it. The only times I remember slogs attacking possessed sligs if they attacked other sligs previously was in MO. We're not talking about MO, we're talking about AO. If we were able to communicate with slogs in MO like we were in AO/AE, then I'm pretty sure there would be a lot more 'inconsistencies'.

But those inconsistencies would only make them feel more alive. In a 3d environment this would probably work pretty well and add something else to the game. Abe HD, however, will not be a 3d environment so the point is moot.

Mudokon trials wouldn't use industrialist tech. The industrialist tech is all there because the industrialists just kind of walked in like they owned the place.

Scrabaniac 06-03-2012 09:33 AM

I stand by my idea of chanting affecting lighting etc, just add that in and I won't ask for anything else :)

SpAM_CAN 06-03-2012 10:02 AM

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I'm pretty sure the slogs operate very much like dogs and can just tell when one of their "masters" are possessed. They're not deaf either. I'm sure if something was up they could hear it. The only times I remember slogs attacking possessed sligs if they attacked other sligs previously was in MO. We're not talking about MO, we're talking about AO. If we were able to communicate with slogs in MO like we were in AO/AE, then I'm pretty sure there would be a lot more 'inconsistencies'.

But those inconsistencies would only make them feel more alive. In a 3d environment this would probably work pretty well and add something else to the game. Abe HD, however, will not be a 3d environment so the point is moot.

Mudokon trials wouldn't use industrialist tech. The industrialist tech is all there because the industrialists just kind of walked in like they owned the place.

But they do. Probably due to limited storage space back in '97, but some of the puzzles use bombs and such as integral parts of the areas, and they also use the orange levers from RuptureFarms...

Nepsotic 06-03-2012 10:08 AM

Orange?

SpAM_CAN 06-03-2012 10:09 AM

Yeah. You know, the levers all use the same sprite, even when try trigger things that are obviously ancient mechanisms