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  #151  
04-28-2015, 12:08 PM
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They had good animators. Didn't' you guys see the old 2012 footage? They just didn't re-animate when they sped things up.
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  #152  
04-28-2015, 12:17 PM
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They didn't want to re-animate mudokons, because Mudombies were cut from the game
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  #153  
04-28-2015, 03:49 PM
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Oh my god please can we have Mudombies in this one?!
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  #154  
04-28-2015, 06:10 PM
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Oh my god please can we have Mudombies in this one?!
All of my yes, even if they're in the back ground or something.
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  #155  
04-28-2015, 10:41 PM
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Did they add Guardian Angel to NnT?
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  #156  
04-29-2015, 01:32 AM
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Did they add Guardian Angel to NnT?
They wanted to sneak him/it into the background of one of the later Zulags, but it would have proved too costly and/or time consuming to design such a complicated model for a brief cameo.
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  #157  
04-29-2015, 05:53 AM
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Background mudombies would be sweet, but it would be even sweeter if you could slap a Mudombie and have their arms fall off or something :P

... or have to put their souls to rest in a side story/dlc. I feel like theres so much more to be told in Abe's Exoddus!
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  #158  
04-29-2015, 06:16 AM
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They wanted to sneak him/it into the background of one of the later Zulags, but it would have proved too costly and/or time consuming to design such a complicated model for a brief cameo.
Have you got a source for this? I never heard about it and it sounds like a cool story!
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  #159  
04-29-2015, 09:19 AM
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It's somewhere on the forums.

What I meant is this proves there will be no mudombies or anything.
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  #160  
04-29-2015, 01:15 PM
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Mudombies would be significantly less work than a Shrink. Everything about the Shrink needs to be developed from the ground up, but a lot of mudombie work will be done already.
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  #161  
04-29-2015, 01:28 PM
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They can't even make all menu buttons work properly on the PC version.
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  #162  
04-29-2015, 02:00 PM
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That was left as an exercise for the player.
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  #163  
04-30-2015, 10:15 PM
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I wouldn't put mudombies in, there would probably be a back lash by people sick with the sheer saturation of zombies in gaming. They would seem pigeonholed even of OWI had the idea two decades ago.
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  #164  
05-01-2015, 01:52 AM
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As a DLC itd be okay and pretty fun though
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  #165  
05-02-2015, 05:43 AM
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zombies are so over used and over done it would just ruin this amazing game tbh.

their in and on everything these days tv, games ,movies , books

keep em outa dis game! dont conform
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  #166  
05-02-2015, 05:50 AM
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I just can't wait to see Soulstorm Brewery explode in glorious High Definition!
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  #167  
05-02-2015, 08:43 AM
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They should just add another DLC like Alf's Escape. Extra hard, new levels set in perhaps FeeCo? or maybe the Brewery?
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  #168  
05-02-2015, 09:43 AM
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I'd prefer SligStorm if doable but I'd like new story content ASAP.
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  #169  
05-02-2015, 10:18 AM
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Definitely SligStorm for me.
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  #170  
05-02-2015, 06:30 PM
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Just a simple fleech/slurg platformer for me, thanks.
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  #171  
05-02-2015, 09:00 PM
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I think there needs to be a super hard DLC, as sort of a sequel to Alf's Escape, but about 10 times harder, and they could disable quicksaving to ratchet up the difficulty sky high.
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  #172  
05-03-2015, 01:30 AM
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I think there needs to be a super hard DLC, as sort of a sequel to Alf's Escape, but about 10 times harder, and they could disable quicksaving to ratchet up the difficulty sky high.
That sounds like my definition of hell.
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  #173  
05-03-2015, 02:41 AM
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If dlc would be insanely difficult, make it so that you control a Glukkon for the whole level, commanding sligs, avoiding saws and slogs as well as timing jumps, jumping mines etc. That frustrated me so much in the original in Bonewerx, but it was fun, and a bit too short.
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  #174  
05-03-2015, 02:47 AM
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If dlc would be insanely difficult, make it so that you control a Glukkon for the whole level, commanding sligs, avoiding saws and slogs as well as timing jumps, jumping mines etc. That frustrated me so much in the original in Bonewerx, but it was fun, and a bit too short.

Pls no I still have nightmares of Bonewerkz. In fact, the reason I've stopped working on the Exoddus screenshot map (couldn't find any hi-res one on the internet for obvious reasons) is the Bonewerkz finale.
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  #175  
05-03-2015, 04:02 AM
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You'll probably have to take screenshots on a youtube video. (When Abe hasn't quite made it on the screen yet)

Anyway i hope they fix the slog sounds, they don't sound half as menacing as they used to in the originals.
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  #176  
05-03-2015, 09:19 AM
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Pls no I still have nightmares of Bonewerkz. In fact, the reason I've stopped working on the Exoddus screenshot map (couldn't find any hi-res one on the internet for obvious reasons) is the Bonewerkz finale.
My slig would always shoot me dead in Bonewerkz, until I realised that pounding on the "KILL 'EM!" button doesn't let the slig re-aim properly, causing him to step back until I'm in his line of fire. Spacing the commands by letting three slogs run out at a time solved it and the problem went away.
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  #177  
05-03-2015, 06:12 PM
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^

The day I learned that trick was a good day.
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  #178  
05-04-2015, 01:53 AM
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Any DLC needs to involve a puzzle editor. Absolutely positively needs a puzzle editor!
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  #179  
05-04-2015, 08:59 PM
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My slig would always shoot me dead in Bonewerkz, until I realised that pounding on the "KILL 'EM!" button doesn't let the slig re-aim properly, causing him to step back until I'm in his line of fire. Spacing the commands by letting three slogs run out at a time solved it and the problem went away.
:
^

The day I learned that trick was a good day.
How did you guys not realise that straight away? The same thing happens when you possess a slig, so I realised it was happening while ordering them pretty quickly.
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  #180  
05-04-2015, 10:57 PM
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I don't think I'd ever passed that one slog section in AO at that point either
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