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PostPosted: 29 Feb 2012, 16:42     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
Skaarj Warlord
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Mister_Prophet wrote:
Actually, I always felt the opposite. Unreal was one of the last of a real bygone era of shooters where you didn't ask who put all the soul spheres and ammo around Dead Simple. Quite rarely did inventory appearances make any "sense" in Unreal. I think of maybe some of the human ships having some sensible places for stuff, but more often than not you waltzed into areas like Velora Pass where some ancient looking Stone Titan is sitting on a ruined throne, and the trigger that stirs him from his eternal rest is weighted by a weapon upgrade to a prison pistol that only existed on this alien planet like a couple of days before when the player crash landed. Question Mark?

The Source was a typical endgame map for the era in this context. Of course all the game's ammo and best pickups would be horded outside the last battle zone.


The skaarj troopers couldn't have gotten all of their dispersion pistols from people on the Vortex Rikers, and I could see the nali hiding a lot of the ammo the player comes by. I never understood the Velora Pass ambush, and I don't see why the mercenaries would keep ammo for weapons that they don't even use, so I definitely see your point.


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PostPosted: 29 Feb 2012, 17:08     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
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Velora Pass is a lost case. They cut out some interesting underground castle maps and what's left is just a dead end.

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PostPosted: 01 Mar 2012, 00:48     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
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Mman wrote:
The theme looks pretty cool, and manages the "this is the end" atmosphere well (with couple of bonus "wow" touches like the iris door), details like the Pupae hanging on walls are also nice. While the Queen fight can be pretty challenging on Unreal difficulty I do feel like it's lacking something in it's overall execution, but that's probably more a problem with Unreal mostly using lore/backstory rather than major events happening as you play (that could have built it up more).


My opinion on the map is pretty much this. I came to the game relatively late though (first watched someone play unreal in 1998, first played it myself in 2004, finally won the game in 2007). As a boss fight it feels a bit lacking, as I'd been through video games with much more imposing and difficult bosses beforehand. The queen is a real "shoot and dodge until it dies" boss.

Still a great fight, great music track, great arena, great atmosphere etc etc etc. And the rollercoaster escape sequence is awesome.

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PostPosted: 01 Mar 2012, 10:20     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
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Better ignore the pupae's else the screen will keep rollin', u be hatin'.
EDIT: And yes, I can time-travel.

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PostPosted: 02 Mar 2012, 09:32     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
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In Queen battle I discovered a glitch - I started shooting at her with that super fast weapon (weapon number 10) and she became stuck - couldn't move or attack. So I emptied all ammo on her and then the glitch ended but she had little health left and I finished her with other weapon. That was naise.


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PostPosted: 02 Mar 2012, 11:19     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
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It's a normal glitch you can do with every big creature. The only thing the Minigun is good at.

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PostPosted: 02 Mar 2012, 12:38     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
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o, and I thought Unreal had something special going for me alone :(
There was same glitch in Shadow Warrior, one of my fav shooters as well. Good times.


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PostPosted: 04 Mar 2012, 18:47     Post subject: Re: 27/02/2012 - "The Source" by Jeremy War
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Oh lol, somewhat the same thing happened today! Only instead of not doing anything it just went into ragemode and melee'd me at ultra-speed :D

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