mister_prophet wrote: ↑Thu Feb 11, 2021 4:08 pm
To get all six nodes (you only need four to complete the level) you will have to find a pair of jump boots in the area with the steam using the asbestos suit. .. As for Oldskool settings, I'm not too sure how it handles boots. But default Unreal boots DO begin to drain upon obtaining them ......
First, thanks for the replies.
I see, so the jumpboots draining is nothing to do with Oldskool - they seem to drain quickly but presumably do so in Unreal as well. A bit weird as I think they drain whether selected or not which doesn't apply to other stuff.
mister_prophet wrote: ↑Thu Feb 11, 2021 4:08 pm
Both doors (the doctor's and the unlisted one) both give unique messages and sounds upon attempting to access, similarly to Davenport's cabin down the hall (that uses his keycard after the mess hall fight). These are the only doors in the level to offer both a message AND a sound response from the ship's computer informing you about their condition. Other locked doors simply offer a computer voice sound or do not react whatsoever. I think what I could to further improve the differences is to only add door lights to those that CAN be unlocked.
I see - thing is by the time I've got to the end, I've forgotten what doors make what sounds or give messages. What I'm really trying to say is there any indication that, having cleared out the locker room, I should go back up all the way to where I came from as having explored the locker room I've found a door that opens and I could be forgiven for thinking that the Key opens something beyond that door (of course, once I go through that door I find it's the 'door' to the next level), especially as the Key is placed just before one enters the locker room. I know there's the pile of boxes at the end of one corridor and an open hatch - but having come across that previously in the 'dining' room it's possible to think that this duct is some alternative way into the locker room that I didn't find before.
I did go some way up the duct but finding out where it was going I thought that I probably shouldn't be going back this far. I suppose you could elaborate on the pickup message for the Cabin Bypass Key to make it clear what it opens.
------------------ UPDATE ------------------------
Finished!! Enjoyed it, will go back in a short while and do it on a higher difficulty. Looking in the Editor, I seem to have missed some areas but still picked up the four cores necessary to escape.
So looking for forward to more 'episodes' and a fleshing out of the story perhaps.
The new weapons:
The Light Bringer : this fits in well with the overall ambience; used it quite a lot but didn't get a chance to use the upgrade. Liked the default altfire particularly for turning purpae into bits; not quite sure how much the altfire upgrade would be used if one has a flak cannon for example but, of course, useful to have if one doesn't.
The Stinger : the red explosive ammo is very effective and, for me, this weapon took over to a large extent from the automag, so a nice touch there.
The Driftwood Crossbow : effective for sniping (if one allows for the inherent inaccuracy) and given that the SavageRifle doesn't seem to have a zoom then this becomes more important. Not sure about its efficacy at closer range given its inaccuracy, did try to use it quite a bit but found it difficult against quick moving opponents as it used too much ammo - other weapons are more effective at close range.
The Savage Automag : the rapid altfire is very useful, especially at close range where it can be used instead of the altfire of the red tarydium firing Stinger because of the potential for splash damage from the latter.
Note : for some reason picking up the asbestos suit before entering the 'steam' reduces the armour count, which is a bit annoying - perhaps it does in Unreal anyway, can't remember.