jackrabbit wrote:Guys.. I think you missed the part where I compared this pack to the original Unreal mother game. When I play unreal on 'Unreal', it is nowhere near the drastic changes in gameplay that I see here in VVV. Were talking about full scripted sequences changed because of the simple difficulty filters. Sorry, I'm going to have to say that affects the gameplay TOO much, making the experience for the player DRASTICALLY different depending on what difficulty they are playing. Taking a few quotes from my response and leaving out that part is pretty disrespectful on my part
It's not disrespectful, sheesh, relax. It's responding to the relevant bits.
Comparing this map to the mother game isn't really a well-founded thing to do, either, though, as Unreal was new to everyone when it was made. Standards have changed within this community and within the gaming universe as a whole, and so have standards for things like difficulty filtering.
Also, like any creative pursuit, you have to consider the audience. Unreal was built for a much, much wider audience because it was a retail product. 10 years later, not many people still play this game, so the audience is a bunch of die-hard fans, many of whom are very good at the game, and some of whom are new to it like when Unreal first launched. If, as a mapper, you want your map to shine, you need to appeal to your audience, and I mean your WHOLE audience. That means the newbies AND the experts. Having wide gaps between difficulty levels is the only way to do it with only 4 settings. That's really the bottom line.
Like I said, I had 2 completely different experiences when playing the Map on Unreal and then on Medium. This should simply not happen for a veteran player.
Um, yes, it absolutely should happen. It's called replay value. You want veteran players to be rewarded for trying out new difficulty levels. Simply adding a few more enemies, less ammo, and a different mix of health and armor doesn't offer anything significantly new for players on second or third runthroughs. Adding whole new scripted scenes shows a lot of dedication on the part of the mapper and makes each new playthrough fresh and exciting all over again, which is what every mapper should strive for as far as I'm concerned. I wish I had thought of stuff like that for TLF.