TheNightTerror on 26/12/2004 at 20:22
Yeah, SS2 is a bitch to do a speed run of. So long as you know the game well you can get good times, but an outright speed run is pretty bleh. Can be funny when you're running around like a maniac, but its no fun having to pass by the out of the way room that contains your favorite log so your time won't suffer. :bored:
Bomb Bloke on 28/12/2004 at 01:24
A more interesting recording is that of a first time player. They react much better to each situation. For example, when that assualt mech comes through the wall... :laff:
TheNightTerror on 28/12/2004 at 01:31
:devil: I have fun with that 'bot. I can break that section of the game, actually. :ebil:
You can completely avoid him attacking you if you're good with the Dark engine, I think that's the key anyways. When you're in that room, you know how directly across from the wall the 'bot comes through there's a column with a camera on it, and behind that there's the window with the overturned table in front of it?
If you squirm and fight like a maniac, you can actually get through the window and past the table. It's not an easy task, I've had the Dark engine just chuck me on the other side of the table a few times after fighting for around 5 minutes straight. Once inside this room, you can wander around the column and pound the camera, and you're relatively safe.
If you stand to the right of the wall and swing, you'll explode it, but the 'bot won't come out. He'll be like a napping zombie, you can pound him to death and he won't fight back.
Quite fun actually. :devil:
Enchantermon on 31/12/2004 at 16:19
Hmm, I'll have to try that. Now we just need a way to get into that room behind the robot. :ebil:
Enchantermon
Bomb Bloke on 1/1/2005 at 02:50
Odd you couldn't go in there...
There was another room I wondered about. In the dorm areas, there's one room you can't enter, as it's blocked by a chair, or a bed, or something. Don't know if there was anything in there.
Shevers on 1/1/2005 at 14:54
That wasn't just the one which won't open, but has a hole in the wall of the next room so you can access it, is it? (God, did that make any sense? :erm: )
:sly:
Enchantermon on 1/1/2005 at 15:48
I believe the room you're thinking about is the shooting range(the room where the targets are has 6 Anti-Personell shotgun shells[or bullets, can't remember which], and you have to go the the end of the shooting range and down a hall to find a door that takes you into the room.). If not, you may have found a way into that room behind the robot that everyone here would like to know about. :cheeky:
[EDIT]Wait a minute.....now that I think about it, there are two rooms that have doors that won't open, and each one has a connecting room with a hole bashed in it. One is in the Friendly Lands on Med/Sci, and the other is in a crew sector somewhere. Are you talking about one of those?[/EDIT]
Enchantermon
Ultraviolet on 2/1/2005 at 09:32
You know, thinking about this makes it seem they designed the ship with progression in mind, not A SHIP. "Okay, start off here, run to some place, find a key to get out, OH NO A BLOCKED DOOR -- THE ONLY WAY OUT -- AND A WOMAN RUNNING BY, take the vent to get out..." They should have designed the ship and then several access points and ways to go places, ways to do things, and then broken the obvious ones. "Hey, weird computer thing sitting under a bench? Looks like it'll fit in this open access panel and... Shit, I killed the lights. Wait, what was that? I redirected power to the door! And oh fuck, here comes a Hybrid."
An example of what's wrong with the maps: That ladder in the room you start in? Why the hell would that be there?
Trance on 2/1/2005 at 14:17
Yeah, the "interior designers" of the Von Braun weren't very good at designing a real ship.
But then, this isn't a REAL ship, is it?
Come on, dude, they weren't concerned with a sound, logical design of a starship. They were concerned about atmosphere and gameplay. To them, it wasn't about making an environment that was aesthetically pleasing to the mind, it was about making one that would scare the hell out of you. It just wouldn't be the same kind of game if the layout were as you say.
Aekeron on 2/1/2005 at 14:44
I agree with Trance completely there.
Also, imagine the utter nightmare situation of trying to develop it in the way you suggested. It's MUCH easier to design stuff the way it was obviously designed - you have to keep track of far less stuff and there is much, much less chance of leaving doors open that players shouldn't be able to get through/etc.