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  #2161  
06-06-2012, 05:03 PM
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Someone's gonna have to go through 72 pages of ideas.


Not it
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  #2162  
06-06-2012, 05:09 PM
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Since I have a good eye for detail and keep being roped into jobs like this, I could do some of it. I guess. Or the entire thing but that may take me a little while.

I'll think about it.

EDIT: I've had a look. There's not much point in gathering up all the points - It takes just as much effort to read through the topic is it does to read through the summarised posts. You may as well just link to this topic.
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  #2163  
06-06-2012, 05:36 PM
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Can't sleep, broken my ankle today and I can't sleep through pain haha. I'm just starting the whole thing again, also been picking up a few points from your let's play.
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  #2164  
06-06-2012, 05:38 PM
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I can't sleep because of my restless leg syndrome.

But there is no way I'm going through even five of these pages.
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  #2165  
06-06-2012, 05:41 PM
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Meh, whatever passes the time I guess. At least I can refresh my memory so I won't repeat anything already said, that can be a pain.
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  #2166  
06-06-2012, 06:20 PM
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scrabaniac, please stop posting offtopic comments and anecdotes.

:
I just want them to include the cutscenes they cut out from the final release of AO, like the meteor strike FMV.
I'm pretty sure they never made an FMV of that.
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  #2167  
06-06-2012, 07:05 PM
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I say we break this thread down into chunks, and people can summarize. Like someone do the first 20, someone else do another 20. I volunteer for the first 20. Anyone want to volunteer for the rest?
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  #2168  
06-07-2012, 01:16 AM
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I'll do 21-40
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  #2169  
06-07-2012, 02:16 AM
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I know they never made the FMV of it, it was mentioned in the book, I was just wondering what caused it to be cancelled.
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  #2170  
06-07-2012, 02:31 AM
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They couldn't afford it.
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  #2171  
06-07-2012, 02:55 AM
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I think Glitch might have asked me to do this at some point. I probably said "Yeah, sure" while thinking "Haha, go fuck yourself."
I think you got them the wrong way around.
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  #2172  
06-07-2012, 02:57 AM
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I would never ask you to do work. Especially if it involves reading.
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  #2173  
06-07-2012, 03:10 AM
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Suggestions from page 21-40
DLC missions (such as attacking small RF outposts, so you pay £5 and get a new Zulag or two.)
Proper Coop
Fix the whistling puzzles (only force you to do them once)
VS mode (please... no.)
Glukkons in the later Zulags (for controls)
"Just make it insane"
Keep the lighting dark
Same style of sound engine (so Terry Garrett can play it)
Stockyards should be longer than 5 screens
Re-enter RF via vents or pipes instead of a portal
Have other Muds help you by opening the electric gate to get in
Did Big Face teleport Abe to the Monsaic Lines?
Hidden FeeCo Depot train platform
Shrykull should be used to get back in to RF - fry everything in the Stockyards
Sligs in the Stockyards should be on high alert
Mudokon Pop logo should be the head at the board meeting, and the cute logo later in the game
Level editor
"Don't be like Munch's Oddysee."
Difficulty levels (http://www.oddworldforums.net/showpo...&postcount=737)
Ellen Meijers to do the music
Dismiss Mud command (Work!)
Museum level (think Insomniac Museum, a making-of area)
"rendered in 320x240 or else it won't feel personal to me"
Quarma! (http://www.oddworldforums.net/showpo...&postcount=950)
Slig banter
Abe rhyming should be kept to the cutscenes
Exoddus voice style please! :3
Sligs should have rough, wirey hair along their arms and backs.
Fluffeh Slig! (http://www.oddworldforums.net/showth...693#post534693)
No reference humour, unless it is in-universe (with the exception of a single H2G2 joke, which is mandatory for every single thing made since Douglas Adams died)
Developer commentary
Limiting abilities at the start? (I'd rather not, personally...)


Well... that was a way to spend two hours.

Oh, and I have an explanation for Abe chanting; Blue Skinned Mudokons have a more powerful chant than Green Skinned ones (hence why the Green Muds are able to help Abe in the ending by chanting, they are all chanting in unison.). It also explains why the Blue Natives can chant too. There, problem solved.

Last edited by SpAM_CAN; 06-07-2012 at 03:12 AM..
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  #2174  
06-07-2012, 03:36 AM
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:
I know they never made the FMV of it, it was mentioned in the book, I was just wondering what caused it to be cancelled.
I don't think they ever planned it to be an FMV. It was an origin story to be explained at a later date.
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  #2175  
06-07-2012, 03:42 AM
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Heh, SpAM_Can, that was a really good point you made at the end there actually. Nice one.
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  #2176  
06-07-2012, 03:46 AM
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Its actually something I've assumed for the last few years when replaying Oddysee. Only today did I notice that no one else seems to have brought it up.
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  #2177  
06-07-2012, 05:05 AM
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I'm sorry if this has been suggested (again)

but I was wandering,
why not show how rupture farms exploded (not just stopped) I know it exploded because of this http://www.youtube.com/watch?v=V7FNCbFFJ-c (he says he suffered a explosion)
but I've never actually seen rupture farms blow up...
Unless I'm retarded and forgot that scene.
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  #2178  
06-07-2012, 05:10 AM
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Rupturefarms didn't blow up. It was shut down and disabled, but the primary infrastructure remains whole.

That video doesn't say that there was an explosion, just that there was a fire. If there was a fire, it happened after Abe left. It's also possible that there wasn't a fire, as the M.O.M. is really not a reliable news source.
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  #2179  
06-07-2012, 05:22 AM
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I don't know if this has already been suggested but I'd like to see someway of knowing where the secret areas are, similar to the soulstorm brew bottles found in AE.
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  #2180  
06-07-2012, 05:25 AM
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oh, well I'd still like the place to explode,
rather than just,
"and so he pulled the switch and it all stopped THE END... And he killed the bad guys afterwards."
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  #2181  
06-07-2012, 05:37 AM
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We've already suggested that the Shrykull does some serious damage rather than just throwing a switch (which can only be triggered by a Mud).

Is anyone else taking the other sets of pages? I'm certainly not doing it :P
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  #2182  
06-07-2012, 05:52 AM
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Whoa, Spam Can, you beat me to the punch. Here's what I distilled from the first 20 pages. Whose volunteering for 41-onwards?

Suggestions from pages 1-20:
• Show the actual journey to Paramonia/Scrabania, complete with
changing landscape
• Diversify Sligs and Mudokons in size and palor (been brought up
multiple times, so I think it's a keeper)
• Use the benefits of 2.5D to diversify RuptureFarms' interior
• Include more appropriate industry in RuptureFarms' environment (giant meatsaws, packing floors, etc.)
• Slig idle animations such as smoking or even banter (the latter of which was the source of much debate)
• Make Shrykull transformation more epic
• More dynamic gamespeak (multiple prompts/responses)
• Atmospheric fx (haze, particle physics, etc.)
• More blood/gore, but not gratuitous
• Include group commands like "All'ya" for convenience
• More involved/varied animations and physics
• Get Ellen Meijers back for the music, or mimic the style as closely as possible
• Show Mudokon slaves doing more than just scrubbing floors
• First person POV well transits (cool idea)
• One or two hit kills maximum
• Environmental damage when an explosive detonates
• Divided on realtime cutscenes, consensus seems to be that FMV's are preferred
• Loin cloths/hair of impaled Mudokons in Free Fire Zone should sway in the wind (mine )
• More propaganda in background (Abe "WANTED" posters, Mudokon graffiti)
• Quicksave and/or tighter checkpoints, for the love of God...
• Consequently, removing Quicksave from Hard mode (if you include one)
• Some shit about bird seed
• Possible addition of co-op missions, separate from main campaign
• Explosion shockwaves should effect all characters and not just Abe
• Change eye color of possessed creatures to blue
• Seeing through the eyes of possessed sligs, FPS style
• Collision detection on environmental elements (grass, debris, fog, etc.)
• Include at least one paramite in the stockyards
• Time trial games, with optional HUD
• Adding train activity and itinerary boards/announcements to Feeco Depot
• Slig hierarchy
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  #2183  
06-07-2012, 06:04 AM
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when I saw the paramites in stockyard suggestion I was thinking if there's an easy mode paramites should replace scrabs.
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  #2184  
06-07-2012, 06:06 AM
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If someone would do the rest, we could lump them all together and make a sticky.
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  #2185  
06-07-2012, 06:10 AM
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I'll consider it.
Right now it's night where I live
so I'll do it tomorrow.
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  #2186  
06-07-2012, 06:21 AM
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:
I'll consider it.
Right now it's night where I live
so I'll do it tomorrow.
Not good enough! The internet should take priority over your life, love and money, you should know this by now :3c

(Nah, take your time :3 Its pages 41-60 or 61-XX)
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  #2187  
06-07-2012, 06:26 AM
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Whoever does the last chunk might as well just summarize 41-current, since it's only an extra twelve pages. I'm also pretty sure we repeated several of the same ideas in the last twenty pages or so, so you could probably skim over quite a bit.
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  #2188  
06-07-2012, 06:28 AM
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Sounds about right.
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  #2189  
06-07-2012, 06:56 AM
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Might I just say, about the wells, I think doing a PoV perspective defeats the object of them. They're transition elements after all, designed to make the travel between areas quicker rather than mindless slogging through blank platforms. Jumping into a well and having a 10 second cut-scene every time is going to get tedious eventually.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #2190  
06-07-2012, 06:58 AM
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Take it up with BM. I think his intent was to have it reserved for especially long well trips.
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