Zeph wrote:I was told by some people that I was being an ass, I agree and would like to apologize.
Apology accepted.
Here's my new new review
I have to say that I am a little disappointed by Deadfall. The main reason being that I know what it was supposed to be, and this doesn't feel to me like a final release. I don't like writing huge text so I'll opt for a list of good and bads.
goods : The maps are totally awesome. Jon god seriously did a great job at enhancing the ADT maps by strangelet by adding new detail textures, special effects. I'd say of all the maps, only a few of them do not deserve their spot on the plug though. I'll talk about it in the bad section.
I know, I was inspired by looking at ADT. I wanted to see people playing on these maps, and not have them just kinda die out because the quality astounded me. Some of the never quite worked out, but in the end, everytime I brought up removing maps, testers made a point of saying there's no reason to not have content, 'specially if it's already done. Also, some people ended up really liking them.
The units are very nice looking, I love the new graphics for them(HEHEHE) and like how you can differentiate them by the special effects around the units. I think the balance for coop is very well done, even though some units tend to be able to get more kills than some others. I guess it depends on the kind of map too.
Yeah, it got to the point where if I changed anything, the balance would change on every map. The classes themselves are balanced on some maps, and not on others, just due to the terrain.
Action is fast, games are quick and it feels overall more like an action or 1st person shooter game. I really hope to see more maps for this and possibly new units ? (hint)
It ended up feeling very FPS or arcady, which wasn't my original intent, but worked out pretty well. *Insert Credit to continue*
Bad While the coop part is very balanced, I feel the versus and ffa mode are not. I think it's too bad that some features were taken out at the last minute. It really feels like the coop part was made with quality in mind, and the versus part was done super quickly. I still have all my versus balance fix in my myth folder that somehow were left off before the release.
Yeah, I will completely admit to this, I tried to balance Versus more, but until the last 3 days of working on it, no one really wanted to test versus, so a lot of the changes for versus came at the last minute. Another reason was that I didn't want people to have to learn the classes twice, once for Coop once for FFA, otherwise, you could just have two plugins. STILL, I agree they aren't balanced as well as they should be.
Some maps are just plain bad. The one with a huge bridge sounds like fun, but the bridge looks like crap (strangelet's fault) and the gameplay involved isn't all that great. It could have been left out... Another boring map is the Water Intoxication one on Seven dead lies. We played a game where about 30 zombies stayed immobile and for some reason only a dozain zombies ever got in the pool... instead every zombies were chasing 1 lone survivor. Last bad map is the Oratorio (INFECTED). For some reason we had a working brand new gametype, but it was taken out. Perhaps because we didn't test it enough, I don't know. I'm looking forward to see it in another mappack (hint#2)
Aye, the Bridge level could use some work, though the level design for the mesh itself was kinda strange. I think something cool could be made of it, possibly some cool custom gametypes.
The map Oratorio (INFECTED) needs balancing, again, I people wanted to play the coops more in testing. (BTW to all, you need more then 1 player to play this gametype)
You gametype was meant to find it's way in, and the reason it's not there was a mistake on my part, it was going to be there, I lost the note paper, and ended up remembering it, along with a few other things I needed to do about a day later.
bad for some, good for others Some people keep saying they lag like hell. It's probably because of the high res units! Either get a new computer, raise the texture memory in preference or play with detail textures off.
I made a section of the manual giving advice on this problem. But, I suppose not everyone reads the manual. I too lag on some levels, *shrugs*
What I'd like to see in a future release The missing units that were left over. The dual weilding chick and the cloaked snipers. I think versus mode could be revisited. I'm not saying to change everything, just modify to make it less of a point-n-click mayhem.
I would be up for this, I was thinking the second mappack, which I already have planned, would include more units, both classes and zombies, to mix things up. Perhaps you could have the last 2 classes as pickups, randomly dropped by zombies or something, just to make things again, more interesting.
Real coops would totally own. Right now those are not real coops as everyone is still playing against each others. I know there were plans for that and I'd be willing to help.
Aye, I mentioned real coops in the manual, if you would like to take them on, that would be great, I was thinking about it, but I knew they were yours originally, though I think, to maximize replay value, we should include variants on the coop levels (Chooseable classes/fixed classes, ect).
All in all, 4.25 stars.... 5 stars if what I said is fixed.
I also think Strangelet deserves more credits
Strangelet is mentioned on every pregame image, in the manual, on the site, in the description on the tain, and finally, in game on every level, "Welcome to Deadfall, brought to you by Jon God, Zeph and Strangelet."
I dunno what more I can do.