Semfry wrote:I somehow have a funny issue where the dual automag replacements have one side a completely different size to the other, which I don't recall last time I did G59, unless I just didn't see it.
I am not having this issue myself, could be the ultra-widescreen resolution, here's how it looks like for me (1280x1024, UT 436, EXUOpenGL):
I replayed this over the weekend and, before I get new impressions from UB's remade version of this, here are some comments:
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Desperate Dystopia is very intriguing (leet looks help too!) and a good "WTF" start to the campaign, which is perfect for what the storyline is going for; as a result it's not even an "intro" in the typical sense of the word, you don't get a better understanding for what the hell is going on, AND it's challenging! Even upon replaying now, I still got killed on my first try
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The Limbo: by any reasonable standard, this is a great map, if only because of the amount of spectacle you get - it's not the best looking map in
G59, but with that crazy cool skybox - which becomes
crazier as events progress - and the insane EXU2-style special effects unleashed during the boss fight, not to mention the difficulty of said boss fight, you're in for a wild ride! It certainly impressed me more than anything in the original
Unreal. At the same time I agree with Semfry:
G59 gets
better from here (and that's pretty sweet considering I said this is already great). My main complaint is also directed at the boss fight: I remember playing the
G59 - EXPANDED ROUTE Phase 2 "Deconstruction" version (EXU2 v.5.03), and back then we got a health bar for the boss! which makes it much easier to understand what will work best against it - the decision to remove that is one of the extremely rare downgrades of the final version of G59 (v7.2, discounting the bonus new version of the first maps UB just released), even though I understand it may have seemed a bit awkward to implement with there being now not one, but three "Kerberos" gatekeepers (anyone who ever complained that the Giant Gasbag is too easy will remember that you should be careful what you wish for!). I do appreciate the addition of those purple crystals throughout the level which you can use to your advantage (free hint!), something which didn't exist in the previous version.
The above ties into another aspect that is crucial to understand for anyone new to
G59: you just can't play this comfortably before playing
EXU2: Batshit Insane. Though not related story-wise, all the new gameplay features of EXU2 are introduced in the
Batshit Insane campaign. The guns, the flares (not for making light anymore!), and yes, those crystals. It will also improve your FPS skills, if you stick to it. UB does say on the
G59 project page linked in the OP that it "is generally aimed to fans of EXU2", so really you can't say you haven't been warned, but it is a bit of a barrier to entry (even if, as Semfry stated,
G59 isn't really just a more brutal and punishing take on EXU).
Anyone who has played
Unreal: Return to Na Pali will recognise in
The Limbo the general layout of
Neve's Crossing https://www.unrealsp.org/game-guide/wal ... s-crossing ah, it was all so cozy back then, with that great piece of jaunty music! Now you get gibbed and they say the chunks are still flying towards that castle in the distance...