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[RELEASED] [ut] Final Worlds - beta 1.01

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Skaarj Warlord Skaarj Warlord
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 13:38

UBerserker wrote:Return to Heart


The Heart, the Heart :wink:
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User avatar Hellscrag
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 20:55

Could we achieve our lowest ever score here, perhaps?

Hello Stalwart by the way, good to see you on here.
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Nali Priest Nali Priest
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 21:21

Hellscrag wrote:Could we achieve our lowest ever score here, perhaps?


It's kind of hard to achieve due to the schema (unless you use negative points!). But yeah, I'd rather play AAATrainer rather than this. Best moment to write a funny review.
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User avatar Hellscrag
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 21:27

I don't think the schema precludes 0-5% scores. It depends how you interpret "Not present".
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User avatar shawnd123
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 21:41

I'm glad I didn't play this one. :lol:
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User avatar Darkon
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 22:41

If this gets reviewed.. then it'll end up in the MOTW.. do we want that?....
Never trust a Dutchman in a tulip fight.

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Nali Priest Nali Priest
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 22:43

I will never add its maps in the randomizer even if threaten to death.
CMS packs aren't in MOTW too.
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User avatar Hellscrag
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 15 Jul 2010, 22:45

The threat of MOTW certainly shouldn't decide what gets reviewed - that would be a classic example of "the tail wagging the dog"!
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User avatar Delacroix
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 16 Jul 2010, 20:44

I can't wait for the review of this... I just can't wait.
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UB_
Nali Priest Nali Priest
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 16 Jul 2010, 22:03

Delacroix wrote:I can't wait for the review of this... I just can't wait.


I'm pre-thinking on how to write it. Coming this August.
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User avatar salsaSkaarj
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 17 Sep 2010, 10:56

I managed to squeeze in and waste a couple of hours yesterday evening and finished this mappack on Medium.

First of all, I'll probably never play this on Hard (nor on Unreal, nor on Easy).
Why?
Well ... all comments made before and the readme are warning enough. The pack has boring architecture, is full of HOMs, provides no challenge at all (many enemies can be avoided or don't even react to the player's presence, and the level exits are in many cases invisible (but easy to stumble upon).

The part I liked best was the beginning of a level about halfway were the player is attacked by a flight (swarm?, school?) of mantas, potentially very challenging but the weapons available at that time provide one shot kills so that's goodbye challenge.

Somewhere past halfway there's a level with lots of Behemoths in circular arenas connecting as a maze - that was irritating and after the 3rd or 4th Behemoth I just ghosted past that section, I couldn't be bothered.

Near the end op the pack the oversized Titan is just laughable, goddamit, at least make sure the mercenaries can follow the player a lot easier and give the Titan some space to move.

In the penultimate level (4 Titans and 2 Slith) I couldn't find an exit. That was the only level in which I died (invisible last remaining invincible? enemy and I got stuck inside the gates the first time, the second time I stayed out and the gates never closed but no exit to be found, so I had to quit that level and start the Queen level manually).

That was a strange experience, I hardly saw any potential for a decent mappack and it the end I was wondering how something like that could ever have been released.
It seemed more like a testing ground to use each Unreal enemy (even Squids).

pff, why should I waste more time writing about this abhorrence ***end***

User avatar Delacroix
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 17 Sep 2010, 16:56

The maze - just stick to the rightmost wall and you'll get to the exit eventually.
Penultimate level (4 titans, 2 slith) - exit is IN the torch.
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User avatar salsaSkaarj
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 18 Sep 2010, 01:00

Delacroix wrote:The maze - just stick to the rightmost wall and you'll get to the exit eventually.

I know, it's a classic system but I didn't bother because a) I don't like mazes, b) I don't like complete darkness an c) there just wasn't enough activity.

Delacroix wrote:Penultimate level (4 titans, 2 slith) - exit is IN the torch.

I tried that (as in an earlier level with 4 Titans) but it didn't work here (come to think of it, I might never have entered that torch due to the invisible enemy - I'll try it again one of these days).

Anyway, credits to you for trying to make this finishable, but I'm glad you're not the author of this pack (that would have seriously compromised your mapping career :shy:)

Oh well, it's one for the archive - they can't all be Xidias or 7Bs or ONPs or Xenomes or Déjà Vu's (I could expand that list with just about every map or mappack I have collected over the years) (and will continue to collect).

If there's one excellent thing about this pack though, it's that it makes one realise how much more thought and work has gone into the other maps.

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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 27 Nov 2010, 23:47

Hey when this is reviewed, make sure to make it funny, not just scathing. If anything good can come of this, let it be a funny arse review. A page long bitchfest won't be all that interesting.

(See the tragedy for example, I remember laughing so hard at that review i got myself in tears. Ditto for cat bombs :P )
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User avatar Legendslayer222
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Subject: Re: [RELEASED] [ut] Final Worlds - beta 1.01

Post Posted: 02 Dec 2010, 12:53

Just played the training level of FW... Oh god........

*Boring build
*Boring lighting
*Instruction messages YELLED AT ME IN CAPITAL LETTERS!
*New weapons accuracy is terrible, I just used my trusty DP.
*How could they even expect you to use a shotgun on a ranged target like that?!
*Flashlight maze annoyed me
*It didn't tell you when you had finished one training area and had to head on. I didn't think I was done when I escaped the maze and finished the jump area.

There were a few nice things like the general idea of the shooting range, but it still doesn't save this map. Hey, I started the next map, and is that dull droning at the beginning the player's voice? :shock:

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