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Darth_Linux

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Posted

i like emons ideas, i seem to recall a level in JO that had exosuits of Shadowtroopers in it

 

same thing with DTS ? like a kinda tube encased DT ready to be launched from a loading terminal?

 

and if you can make it as imperialistic as possible, then do it :D

remember the imps are decedant as hell.

Posted

I agree with both katarn and emon. There sould be welding arms (what use would an assembly plant be?) but they shouldn't hurt you. But also there should be NPCs working, just maybe they not hurt you. Is there any way to make the panick?:confused:

Posted

They shouldn't aid or hurt you though. Just be dead (as seen in demo), sitting/ standing in a cell, or in the workers' case, crouched down on the ground "working".

Suggestion of mine to add to the solving of the puzzle.

 

It'd be neat for the deactivation switch to be "broken" and a worker working on it.

 

Posted

Don't change the puzzle unless absolutely necessary. I like all the DF puzzles the way they are, but, go all out when it comes to adding detail.

 

An episode II-ish conveyor belt would absolutely rock, seeing the creating process of the Dark Troopers would be sweet. Don't forget one important factor though: sound. The conveyor belt should be noisy, with all kinds of working sounds throughout the converyor belt, like the moving of welder arms, etc., constructing the dark troopers.

 

The welder arms shouldn't necessarily bother Kyle to the point that he is knocked off of the conveyor belts. Also, what would be cool, is if control stations were added throughout the conveyor belts with workers working on them, or, possibly, windows along the walls of the conveyor belts where Kyle could look in and see control stations with workers going about their business (kinda like in SoF2 - in the shop level where you could look into the windows and see people working, but you couldn't enter the rooms where they were working).

Posted
Originally posted by Master Toddy

Don't forget one important factor though: sound. The conveyor belt should be noisy, with all kinds of working sounds throughout the converyor belt, like the moving of welder arms, etc.

 

I suggested this above, and totally agree. Very noisy.

 

Originally posted by Master Toddy

windows along the walls of the conveyor belts where Kyle could look in and see control stations with workers going about their business, but you couldn't enter the rooms where they were working).

 

I like this idea. I suggest it be done, sorta like (not really a spoiler, just some architecture and secret area info)

 

 

In level 8, the Robotics factory had several rooms (windowless then, add some breakable windows in your mod please!!!), only one in which you could enter via a red key. It was full of officers and commandos.

 

You could have some officers supervising the workers in these rooms.

Posted

i agree with all that. but also one note for this level as well as the others: don't make it so blocky!! DF was because it had to be. the quake 3 engine supports much much more rounded surfaces. take advantage of that.

  • 2 weeks later...
Posted

Where is the stuff on the belt going to go to?

 

 

If you remember, if you take the wrong fork in the conveyor belts, you'd fall. Why would they dump ore and DTs onto the ground below???

 

On Anteevy, however, it's good to see the ore fall into the refing gasses....

 

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