Enchantermon on 14/6/2005 at 19:25
Quote Posted by blaydes99
The engine access card:
[SPOILER]You'll find the bridge card right next to the UNN Fuel down in the engine area on Deck A.[/SPOILER]
Inside the same security hatch/thing.
Isn't it nice having all of the answers? :thumb:
So.....how are the fixes coming? Do you have a possible 1.1 release date? If not, that's cool, I was just wondering.
Enchantermon
d0om on 14/6/2005 at 20:54
ooohh so I did. I didn't notice! doh!
Jeroen on 15/6/2005 at 15:18
I finished SS2 a couple of weeks ago for the first time.
Fantastic game (although it's a shame that the ending was the weakest part of the game).
After I was finished I could download and continue playing "Return to the UNN" and I must say that the quality of your game is almost just as good as System Shock 2, I don't know how much work you put into this but thanks!
Only problem I have is with the sound of the recordings, I can barely hear them when playing.
For the rest I must say you did 'n amazing job.
BTW: for the guys working on the TSP, I figure I'll finish this mission in about 2-3 weeks. Do you think you could finish it before then? Thanks! :ebil:
JohnnyTheWolf on 15/6/2005 at 15:31
Quote Posted by Jeroen
BTW: for the guys working on the TSP, I figure I'll finish this mission in about 2-3 weeks. Do you think you could finish it before then? Thanks! :ebil:
Don't count too much on this... :sweat:
blaydes99 on 15/6/2005 at 15:49
For 1.1 to come out (which would include a spawn fix for the Gallo):
-I need to send a log pic count to Ajare for each person to get the correct number of pics.
-Try and fix the sound/room brush errors on the earth level.
-Fix the various bugs and add buttons on the backside of most doors! ;)
-Tweak some sound triggers and other traps that seem flaky
-Provide duplicate maps for those of you who make a huge mistake and choose the "Automap" OS upgrade. Just don't choose it people.
-Etc.
Just give me some time people. Don't expect a TON of new content but some new stuff will be there once 1.1 is ready.
Also, a couple of questions:
-Has anyone had the problem where they pick up a log, listen to it, then it doesn't show up in the PDA to play again later?
-Has anyone not received notes/tasks in the PDA on almost every level?
TF on 15/6/2005 at 16:51
I've never seen any Notes on the PDA.
As for picked up logs, they sometimes either dissapear or go into the wrong 'Deck' category. Not sure.
d0om on 15/6/2005 at 17:27
blaydes: the deck C of the Gallo in the room with the psi reaver, the log there failed to appear in my PDA or play a sound, but it said "log by X picked up" fine.
Also you could copy SS2 and have the keycodes to logs you have picked up appear in the notes section for the deck you need to enter the code in. I always found that handy.
Ajare on 15/6/2005 at 17:52
Finished it.
System Shock 2 is not an easy game to make new campaigns for. The editor is painful at the best of times (from my limited experience), and even with a completely stable work environment there are other problems. An integral aspect of SS2's success is its carefully constructed story. Everything is logical, has a raison d'etre. Plot is vital. This presents a problem for FMs, because they not only have to work within SS2's world, but this very world has been largely destroyed by the end of the game, rendering much of the usable content redundant. The Many are no more. Who is there left to fight?
RttUNN, as the name suggests, takes place after the events of System Shock 2. After seeing something you shouldn't have, a failed hit leaves you alone in a deserted UNN facility. The introductory sequence is simple and effective, making the most of the game's limited ability for scripted gameplay.
You quickly discover that The Many were not completely destroyed. But why is this? RttUNN never attempts to provide an answer, which is probably just as well, but nonetheless the AIs feel slightly incongruous in the early Earthbound settings. This is, as I mentioned, a fundamental problem with SS2 FMs, but RttUNN deals with it about as well as can be expected; by the time you reach the UNN Gallo, any qualms are long forgotten.
The standard of design ranges from good to superb. Some parts of the game are tight, and don't allow much room for manoeuvre (which can be frustrating when faced by hordes of Cyborg Assassins), but other areas, such as the rain-swept TriOptimum building, are huge, majestic edifices and look awesome. Deck B of the UNN Gallo is open, dark and disconcertingly quiet. It reminds me of the classic Duke Nukem 3D level, "Tiberius Station". The 'poltergeist' room in the Gallo's barracks is absolutely inspired: watching chairs spin around on the ceiling while being bombarded with voices is very unnerving. There is also a nice amount of redundant areas - places which contain little of interest, but make the other areas feel more interesting as a result. Item placement is well-considered, given the relative size of the campaign.
The visual side of RttUNN matches its solid design. Textures never feel out of place, a and lot of incidental detail has been added to areas. I especially love the 'Time for a Phineas' poster in the bar, and the huge map of Earth in the shuttle control tower is beautifully sharp. The real Earth (courtesy of the Gallo's skybox) is just as imposing.
But this campaign goes further than that. Voice acting is virtually obligatory for any game nowadays, and I must admit the standard of (amateur) acting here is better than I expected. The writing doesn't quite match the standard set, but is more than good enough, and all the actors make an effort (and it shows). The new AI voice is a nice touch. It is obviously synthesised, and sounds somewhat like a constipated upperclass English woman, but for all I know both of these things could have been intentional. Either way, it adds a nice smidgeon of personality, and is a nice change from the standard, smooth monotone AI voice that seems to be so prevalent in Sci-Fi.
The story unfolds well, with just the right amount of deck-hopping to prevent it feeling too linear. All in all, despite the fact that the whole campaign is probably not much longer than SS2's Rec deck, you feel as though you've been through a lot more by the time you reach the Gallo's bridge. The ending is rather easy to guess (thanks to one particular E-Mail), and the 'alternative' ending is a bit of a letdown - in fact it feels somewhat unfair. But then again, how many FMs have rendered cutscenes (for both intro and ending?)
Playing through on normal skill, I found myself using my wrench a little more than I would have liked, but health is easy to find, and tech skills seem to have been given a boost: there was very little that I couldn't hack with what I consider meagre skills. CMs are perhaps a little thin on the ground, especially for people attempting Impossible, but overall RttUNN is tough yet only slightly unfair. There are quite a few small bugs, but they do not overly spoil enjoyment. I played v1.01, and am aware that bugfixing is a priority for the next release.
All things considered (not least the effort and the telling lack of SS2 FMs up to now), RttUNN is an awesome (meant in the literal sense here, the word is overused to the point that it's lost its impact) achievement in every respect, and most importantly, it's just really good fun. It's so good that blaydes deserves to have his name on the BioShock credits when it comes out next year.
It's the best thing to happen to SS2 since it was made.
And now for the mindless praise: :thumb: :thumb: YOR THE BEST :cheeky: :) :thumb: :thumb: BLAYDES MARRY ME :thumb: :thumb:
Finally, a bug report:
- No Gallium or Radium = no egg/reaver research possible.
- 'Engineering control' texture on Gallo Deck A (engine core room?) is backwards.
- Couldn't find last power cell, had to summon it.
- Monkey with armour suit - bit silly.
- 'Use hypo' sound for everything from upgrade machines to some doors to even menus
- Bot in launch bay of TriOp facility 'stuck' on the shuttle switch.
- Fuel storage room code is in Lee's log, not Chang's (might have got the names wrong, but it's in the wrong log).
William Dojinn on 16/6/2005 at 02:33
I found all three power cells, the one in the garden is the hardest to find since its easy to overlook and or mistake for a ground light if you're not paying attention(like me), the last i found easy since i tend to go duct crawling by default.
As for the rest i'd have to give it a quick playthrough, then again i went through on easy so that might have something to do with it.
Good review man...wait, where was the monkey with the suit of armor at?
liquidfear on 16/6/2005 at 02:43
I just have to comment on it.
The expertise, time, and committment that you put into the mission is evidant everywhere. The architechture and level designs are proffesionally done. The Poltergiests were absolutly amazing; that part of the level is in the top ranks for for giving me the creeps. (Try it at midnight with headphones).
And, of course, the logs. The logs really do push the game to a new height. They are all really good, especially Hawkins and Nelson. :thumb:
Thanks for creating the mission, and hopes to more sometime. :D