I'm adding this here from the Rise of Jrath thread where it ended up by mistake:
viewtopic.php?p=136309#p136309
edit: alright lol
Despite being in worries what's going to happen in a day to me...im still trying to play through this, i havent applied all the patches to v1 so i'll say my experiences how it is.
I enjoy the pack for the most part, however some of the voice acting lines were a little too cheesy imo, also the way the pirate boss turns in the cutscene in the dmflux part is funny because it looks like his mask just popped out of nowhere. I think the turning should have been less sudden as you can't see he has the mask before that. I did see the rats float in the air sometimes though which I don't think was intentional.
But either way, the Xidia skaarj were a bit annoying to me even with qa cannon, it seems harder than when i played it last, i am playing on unreal difficulty. It does remind me like they are the equivalent of the generals in skaarj tower, its like the map was pushed into resembling skaarjtower more. Also there is a bug in the room with the key, with the barricaded door, that if you stand next to the coffin and scale its sides at the wall, part of the geometry can be walked into and you see a hom. With first map there weren't really issues apart from a bit of texturing error on the terrain where one bit had decayeds texture you could stand on.
I get what you said about stealth its just this map doesn't entirely fit it though and in skaarjtower i was always obliged to finish them off. It would have been cooler if they didn't have such a devastating attack with their claws here. Because they do ambush you from behind very often.
For a second map the difficulty is a bit off I have to be honest here.
Otherwise its all really very well done and at times professional quality.
But with all the additions, the xidia skaarj really could have been toned down.
All the corners of those "coffins" have that problem though that you can walk into them.
lol im at the gal'razik boss, that stuff about preparing anuses though lmao...how many times is it going to be there? i know you wrote a lot of the lines up front etc but i didn't see all of them before getting to hear them.
But yea I don't know yet how to defeat him, now here you can be stealthy for sure.
But yea..."face me like your death"..err no that wasn't the line lol
but I can imagine those lines mixing. this reminds me of pariah, of the stockton fight lol
"There is no warrior."
There's only one way out and it is escape...
The story in river ruins is well thought. Good job in linking it seamlessly together like that especially given that details of the story were missing...
Also kudos to improving the sudoku it was much better now.
Lol the two brothers fight, that is actually when the cheesyness gets good especially with that split face screen lol.
I didn't see that coming.
Btw I was kind of disappointed the other vegra movers weren't still added back before despite requesting them around the alpha stage. Just a tiny thing though. Also the temple bit at the lava at lavaplant only on one side there is one now, the second one wasn't added back either (i planned this to form a bridge for coop). And indeed the lava titan fight became a bit much now, but otherwise good.
Since you added double automags you could have used the opportunity to change the skin to brandon hands too, just saying. Since I think that was the plan when they started making the sd variants of weapons themselves as "tc"...
Where is the new minigun model from? It seems to remind me unreal championship but i dont think its exact. The malus kralls were annoying though.
There were some hom problems under the lavaplant lift though. in the lava itself
the sdeightball when locking in gets stuck sometimes with the skaarj it keeps circling around their base until something touches it lol
In starport why is the red light still on at one of the forcefields after it gets disabled? When I did the test with keypad that light was tied to the events and it turned normal blue again. I suppose the event system was reworked here but still I thought that was supposed to change.
Starport again: I assumed you will still change that brick texture in one of the generator rooms. It always felt to me it was meant as temporary texture there. But w/e. I should have said it during the alpha testing just automatically assumed it was to be changed.
Can't pickup shells in one of the crates close to the entrance past the level2 forcefields.
Well, don't really like the interactive cutscene one, sorry that doesn't work well for me at all. Not happy about there being more pirates spawning at the beginning of jolly roger since last time either :/
Well, I finished playing. I like the implemented countdown and stuff. But overall my enjoyment oif the final map dropped. There are too many super skaarj on the map, those golden ones for example. Unreal difficulty, yes, but still. Overall my favorite map is river ruins including the boss fight, which was kind of the opposite with the alpha.
I do have to say i recognize some of the added rooms (also since the alpha) from the spantobi version, which I thought you were going to ignore completely. But maybe it is for the best this way, it is a blend of all the styles from various jolly roger versions and they changed a lot. So that is good...but the gameplay hasn't improved for me. Also...how did he stop the countdown? I must have missed him pressing something or did the Gal'Razik do it?
speaking of river ruins the only thing that bothered me was the grate that is visible from one side and not from other.