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  #631  
12-06-2011, 06:11 PM
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What? No Horde mode? Get with the times, man!
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  #632  
12-06-2011, 06:19 PM
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I think an interesting idea could come from this.

Okay, so you have a large map with no exits. Players control Mudokons, and every “wave” new AI-controlled NPCs and hazards enter the map. The game is a sort of Last man Standing meets Hide ‘n’ Seek – the goal is for the Mudokon players to avoid hazards and enemy NPCs through making use of platforming, sneaking, shadows, and environmental elements (trapdoors, barriers, saws).

The last player to survive wins.
This sounds like a fun idea
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  #633  
12-07-2011, 12:31 AM
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Actually that can be pretty easy to implement. Roll on sligs. You could even have an RTS-lite where you pit sligs against sligs. Like in plants vs zombies.
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  #634  
12-07-2011, 02:22 PM
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It'll be like every game ever, but with Oddworld re-skins! Isn't that what we always wanted?
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  #635  
12-08-2011, 07:27 AM
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No. For the love of god, All I want is the classic gameplay I fell in love with *cries*
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  #636  
12-08-2011, 11:55 AM
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No. For the love of god, All I want is the classic gameplay I fell in love with *cries*
This. No stupid last man standing game modes. That 'aint Oddworld you bunch of shmucks!
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  #637  
12-08-2011, 12:29 PM
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No. For the love of god, All I want is the classic gameplay I fell in love with *cries*
I double that. First they add game modes then they introduce hit points... Better to concentrate on graphics stuff.
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  #638  
12-08-2011, 12:43 PM
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I'd like to see it keep the "dark" theme of AO. And I hope engine wise it works something like Limbo as that reminded me of the AO days.
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  #639  
12-08-2011, 04:57 PM
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I hope that Terry Garrett will be able to play it!
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  #640  
12-08-2011, 06:04 PM
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Personally I think the Stockyard's should be a lot longer and possibly more grueling before you reach the free fire zone. There's lots of potential to be had in a gaming area as vicious as that!
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  #641  
12-08-2011, 06:08 PM
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Personally I think the Stockyard's should be a lot longer and possibly more grueling before you reach the free fire zone. There's lots of potential to be had in a gaming area as vicious as that!
I second this. Of course, the Stockyards suddenly becomes a much longer level if you include that ball-aching secret area with the scrab run.
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  #642  
12-12-2011, 06:05 PM
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Personally I think the Stockyard's should be a lot longer and possibly more grueling before you reach the free fire zone. There's lots of potential to be had in a gaming area as vicious as that!
Fleeches in stockyard, now that's vicious enough ;p

I'd like to see Abe return to Rupture farms from Stockyard then through sewers instead of a simple bird portal, a new short zone maybe... just an idea
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  #643  
12-12-2011, 06:59 PM
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Sewers are far too cliché.

Still, making that area longer/perhaps adding new parts that weren't seen when you first went through that area seems like a good idea.
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  #644  
12-13-2011, 01:57 AM
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Maybe instead of sewers he could crawl in through the air vents. Or the sewer... vents.
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  #645  
12-13-2011, 04:00 AM
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I always liked how you passed places you had already been on your way back. What irked me more is how there's just a random hole in the side of the factory with Mudokon writing on the stone walls, fenced off by nothing but an electric fence. And there's a Mudokon working on the outside of it. Then once you save him the fence goes off. It makes no sense, never did.

As a part of getting back in to save your buddies you should at least have to go trough some trouble to turn that fence off. Maybe deal with some sligs guarding the entrance and pull a lever to turn it off.
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  #646  
12-13-2011, 08:36 AM
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Having rocks in a metal factory is out of place any way imo. Havoc brings up a good point, perhaps the entry could have a little more realistic screen.
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  #647  
12-13-2011, 08:40 AM
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I disagree. I absolutely love that part of the game. It reminds me of the 'secret' rooms in Portal with the writing on the walls from the trapped test subjects.
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  #648  
12-13-2011, 09:27 AM
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I like that part as well. If you go to the screen with the rock art when you escape Rupture Farms, I think it's nice how it kind of gives you an idea of what's to come. I think it's a nice touch.

Also, sometime I had thought about the return to RF being longer. What if the bird portal that would normally take you there took you closer to the Stockyards? I imagine Abe wouldn't originally have returned through the Stockyards because of how the sky looked in those screens. If he returned through the Stockyards, the sky could remain dark. Maybe throw some Paramites in there too... Just a thought. Though I'm not sure how well Paramites would work in that area.
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  #649  
12-13-2011, 09:41 AM
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As a part of getting back in to save your buddies you should at least have to go trough some trouble to turn that fence off. Maybe deal with some sligs guarding the entrance and pull a lever to turn it off.
This. Take note of this, Glitch. That could potentially be a great bit of the game!
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  #650  
12-13-2011, 10:01 AM
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Having rocks in a metal factory is out of place any way imo. Havoc brings up a good point, perhaps the entry could have a little more realistic screen.
I personally assumed that it implied the factory was built over some kind of Mudokon structure, possibly a cave system. It’s mostly sealed off but perhaps construction hadn’t got round to cementing every last hole.

And I agree with the other guys, it’s a nice hint as to what lies outside RuptureFarms, and perhaps even a hint that the Cartel isn’t as almighty as it first seems.
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  #651  
12-13-2011, 12:04 PM
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Oh hey that first idea is actually quite interesting, I've never thought of that.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #652  
12-13-2011, 03:18 PM
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here's an idea had a long time ago, On the return to RF, I want to see Wanted: Abe posters everywhere, even Sligs holding them.
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  #653  
12-14-2011, 11:47 AM
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Oh hey that first idea is actually quite interesting, I've never thought of that.
Really? I mean what else could it have been? Did you really think there was just a random rock face sitting inside RuptureFarms?

I say keep it, but perhaps make the transition from nature to industry more than one screen. Maybe Abe teleports into one of these subterranean caves and enters RuptureFarms from below. I like the idea that RF was built near or directly on-top of Mudokon territory.
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  #654  
12-14-2011, 12:21 PM
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To be honest I thought it was a plot hole Sekto.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #655  
12-14-2011, 03:15 PM
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Really? I mean what else could it have been? Did you really think there was just a random rock face sitting inside RuptureFarms?

I say keep it, but perhaps make the transition from nature to industry more than one screen. Maybe Abe teleports into one of these subterranean caves and enters RuptureFarms from below. I like the idea that RF was built near or directly on-top of Mudokon territory.
Or maybe there's an entrance to the cave in the Monsaic Lines. Abe enters the cave, travels through it, and ends up in the part of Rupture Farms where the rocks are.
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  #656  
12-14-2011, 03:53 PM
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Or maybe there's an entrance to the cave in the Monsaic Lines. Abe enters the cave, travels through it, and ends up in the part of Rupture Farms where the rocks are.
That would cut out the return through the Free-Fire Zone, which was a pretty memorable challenge.

To be honest, I thought it was a plot hole as well, and just tried to rationalize it as intentional. I do love that screen so.
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  #657  
12-14-2011, 04:04 PM
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I personally assumed that it implied the factory was built over some kind of Mudokon structure, possibly a cave system.
See, that's a good way of expanding the return to RF through the stockyards. Maybe make some ruins in there too, perhaps a puzzle or two to solve in order to get back. It would add contrast, and further show how down-trodden the natives are. And it would be less cliche than a sewer or a vent.

:
Or maybe there's an entrance to the cave in the Monsaic Lines. Abe enters the cave, travels through it, and ends up in the part of Rupture Farms where the rocks are.
The Stockyards give the impression that Monsaic Lines are quite a distance away from RF. Unless it was a big level, the caves wouldn't give the same impression - Plus going through the stockyards, a way that you already went through, gives it more of a feeling that you're infiltrating RF.
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  #658  
12-14-2011, 04:56 PM
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The Stockyards give the impression that Monsaic Lines are quite a distance away from RF.
Are you suggesting that the entrance to the Monsaic Lines was right next to the outer wall of the stockyards? I always assumed that Bigface transported Abe, in addition to healing him.
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  #659  
12-14-2011, 06:36 PM
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I don't really see how it could have been a "plot hole". Since a lot of planning and effort goes into every individual screen, it would have to have been an extremely intentional plot hole.

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Are you suggesting that the entrance to the Monsaic Lines was right next to the outer wall of the stockyards? I always assumed that Bigface transported Abe, in addition to healing him.
Wait, did I miss something? He was suggesting that Monsaic Lines is in fact far from RuptureFarms. Not so much suggesting as outright stating. But yes, I got the same impression that Abe was teleported. The map also confirms that Monsaic Lines is a respectable distance. Paramonia is even closer.

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  #660  
12-15-2011, 12:35 AM
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I don't really see how it could have been a "plot hole". Since a lot of planning and effort goes into every individual screen, it would have to have been an extremely intentional plot hole.


Wait, did I miss something? He was suggesting that Monsaic Lines is in fact far from RuptureFarms. Not so much suggesting as outright stating. But yes, I got the same impression that Abe was teleported. The map also confirms that Monsaic Lines is a respectable distance. Paramonia is even closer.
The way I interpreted his post was that he was saying that the Stockyards are a long and difficult level in order to express the distance travelled between Rupturefarms proper and the Monsaic Lines.


Whilst we're actually in agreement on the broader point, the map is the last place we should look for canonical information. Oddworld isn't even a water planet.
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