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  #61  
04-18-2004, 12:18 PM
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Sorry, i just wanted to show how the town could look like.

On the X-factor, the slig marching, did you see that there was a factory a the background. I just noticed that.
No, I missed it. Hmmm, wonder what it involves.
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  #62  
04-18-2004, 01:32 PM
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I took a couple of screenshots from the .wma movie, attached. They're not very good, naturally, but just to give you an idea of the screen before you rush off to your DVD-burnt copies.

The first is at the very start, before the Crimson Skies segment begins. The second is from within the first few minutes of the second Oddworld segment.

I can't make much out, but there does seem to be something there. There are several upright poles, what I can only describe as a mound, and something on the left of the screen.
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  #63  
04-18-2004, 01:34 PM
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Hmmm so what your saying is it may not be a factory. On the little we know how would a factory fit in to it.
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  #64  
04-18-2004, 01:41 PM
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We don't know anything about the story, so it could fit in any number of ways. It might be processing the contents of Flint McGee's mining, or an arms manufacturing plant where Fats Fuggler nabs/buys his stock. Utter speculation.

And of course, that clip might not be from Stranger, and could just be used to demonstrate the quality of video OWI are now capable of producing: like the Mudokons in the hurricane/The Wall parody movie.
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  #65  
04-18-2004, 01:59 PM
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I think the Slig's marching through the rain is actually in the game. Remember there were snoozers there too and Lorne said there would be an FMV with snoozers.
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  #66  
04-18-2004, 04:40 PM
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In a cleaned up version of the pic, it looks more like a hill with trees in the background...rather than a factory. Although, OW4 could still have a factory.

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  #67  
04-18-2004, 05:28 PM
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Sorry guys, those are just trees. Compare them to the rest of the barren trees located around, they're just further in the distance ona hill. Or, maybe I don't see what you guys are pointing out, but I believe you're referring to what's on the hill.
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  #68  
04-18-2004, 06:10 PM
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I'd have to agree, it's just an MO-ish landscape.

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  #69  
04-19-2004, 07:21 AM
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Thoses trees seemed to have smoke coming out when i saw the video, but it turned out that it was the dust from walking sligs.
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  #70  
04-19-2004, 01:28 PM
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I think the Slig's marching through the rain is actually in the game. Remember there were snoozers there too and Lorne said there would be an FMV with snoozers.
Where were there snoozers? I didn't see them.
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  #71  
04-19-2004, 01:42 PM
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This is a screen taken from that snoozer clip.



You can see it better when it's in motion, but the one I circled is the best one seen not moving.

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  #72  
04-20-2004, 07:07 AM
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snoozer aren't designed to kill are they???
why and who do they want to make sleep?

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  #73  
04-20-2004, 07:14 AM
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Maybe it's easier to kill someone when they're asleep.

Snoozers can kill though. In MO, right before the Poop Chute, I killed all those Interns with the Snoozer. It took ages though. You see, the darts just put them to sleep, but the electric shock thing actually injurs them. I just kept doing that until they were all dead!

Anyway, if snoozers are in an army with sligs...I'm sure they could've just installed nasty weapons on them.

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  #74  
04-20-2004, 07:19 AM
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oddguy...
very true, why didn't I tought of that before?
some slig-tuned snoozers with heavy weapons, could be very deadly!

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  #75  
04-20-2004, 07:32 AM
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That may have also modified the snoozer so that it's deadly with one shot... or a bullet/lazer/electric thing.

It seems logical, that when they can, they would use robots in war along with the standard infantry.
I don't see why half of those sligs are flying though... Much more maneuvarable in the air, what with the wings and lack of ground.

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  #76  
04-20-2004, 01:30 PM
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cos flying sligs don't work in a 3d game. They have too much freedom.
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  #77  
04-20-2004, 05:49 PM
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Or they just might want to paralize any survivors and put them into slavery..but Im not to sure the Glukkons, Vykkers, or any industrial characters for that matter would go through the trouble of having to do so; I mean why spend valuable man hours when you can just breed them?
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  #78  
04-20-2004, 08:23 PM
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cos flying sligs don't work in a 3d game. They have too much freedom.
It could work if you had a limit on how high you could go. Let's say you have fuel for your engine and when you tried to go too high you'd run out of fuel quicker. You don't want to be out of fuel when you're 100 feet in the air... I could make it work. Oh, baby.

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  #79  
04-20-2004, 09:42 PM
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We haven't yet seen a Snoozer controlled by anyone else, it seems that they can't move without 'guidance'. Which means, there are either Sligs (or other creatures) somewhere controlling them, or the Snoozers have been altered to work on artificial intelligence.

oddguy, as for your concept on making Flying Sligs work. I love it! It would fit in perfectly with a 3D world, but I guess the areas you could use them would have to be made a tad confined. Still, if we ever get to control a Flying Slig ever again

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  #80  
04-21-2004, 05:12 AM
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oddguy... you keep having good ideas I like that idea for flying sligs...
but that would mean that as a flying slig (or even a Walking slig) you have to take some fuel and pay each time you walked/flyed a certain amount of way?
can be a good way to keep players to play the whole game as slig

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  #81  
04-21-2004, 08:49 PM
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It's a good idea but there is still one more problem; if you look at MO (for eg), each level is surrounded by a fence or a cliff so that you can't leave the area of the level. Now if you could just fly over the cliff it would cause problems. Also if you could fly up and over everyone and drop bombs on all the sligs when you are out of their range it would be way too easy. That's not to say that you couldn't design a level that took all this into account; you would just have to come up with a completely new sort of level structure that's never been seen before.
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  #82  
04-21-2004, 09:02 PM
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You could make up excuses to get past this. Like...flying sligs have a chip in thier brains that whenever they go past a location higher than their clearance...they explode. I'm full of ideas.

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  #83  
04-22-2004, 07:48 AM
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With a new game engine levels would be more bigger and OWI would probaly make levels that you won't able to pass. Or mabey when you fly as high as you able to, the flying slig would get more slower then at one point it will stop flying. Like in Halo when you ride the Ghost, i think it was called that.
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  #84  
04-22-2004, 10:56 AM
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lol seems to be plenty of good solutions...
anyway, are there sligs in the next game?

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  #85  
04-22-2004, 11:54 AM
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They could have it in various ways:
-Like the banshee in Halo, if you go to high, you merely stop being able to move vertically up, you can pish up, you just won't move anywhere.
-Flying sligs may only be underground/indoor
-Fly too high equals death through less atmosphere
-Low smog makes flying high dangerous: i.e, explosion of rotor wings
-Flying too high severs the possession connection, cuasing the explosion of the slig and Abe getting his mind back. Can also account for horizontal distance, so they won't be able to roam the world.

Flying sligs would be great in an enourmous 3D world, the maneuverbility options are marvellous, as are the gameplay options. It adds a whole new aspect to moving in the 3D world.
If you can use flying units effectively on such games as Halo, then they can definately do it on Oddworld. I'd prefer it not to be surrouded with impossibly high cliffs or fences though

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  #86  
04-22-2004, 01:09 PM
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I remember seeing glukkons controling snoozers in the gameboy Munch's Oddysee but it's not part o the Oddworld storyline (building Evenwurst Weiner Factory where Rupture Farms was?). I liked the idea though except how would they control them without being able to use their hands (voice recognition?).
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  #87  
04-22-2004, 07:53 PM
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I doubt Sligs, Mudokon or Vykkers will appear in Stranger. I think they were used to stand in for other characters - the Mudokons for the salamanders, the Sligs for the orcs. As for the Vykkers, well, there was an airship that looked reasonably Vykker-esque in design in those production images, butthe Vykkers in the storyboarding might have been standing in for the Clakker that hands Stranger his Moolah. Anyone notice that Meagly McGraw's card has the same pigeonholed background?
Okay, that is a quote from way back, but I found the following from alf:

:
Q: ...will Vykkers be in the next odd game? ...

Alf: ... I will tell you that it is highly likely that the Vykkers will play a role in the next game. Not for sure, but probably. ...
the ellipses (...) are where I have edited out irrelevant questions/answers
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  #88  
04-23-2004, 06:09 AM
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When was that said, Nate?

Cos if it were early on it might be referring to ME.

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04-23-2004, 11:47 AM
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Snoozers in partnership with Sligs? strange.

Anyway, i'm sure they'll have some grenade launcher/machine gun of some sort put onto them. I love controlling snoozers, probably one of the best things about MO.
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  #90  
04-23-2004, 12:48 PM
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So we have 3 known bots in OW, Snoozers,greeters and i think theres one in Stranger.

Is stranger going to be a FPS all the way? And also does any one have the bit on the X-factor when Stranger says "stay otta my way" and the clakkerz one.I just one to see how they sound like.Only those bits coz i don't have broadband and it wil take me to dawnload the whole thing for 10 hours.

Thanks!
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Last edited by Oddish; 04-23-2004 at 12:52 PM.. : forget
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