I think it's an interesting point: there are a huge number of pickups everywhere, and it did distract me at a few points. It was weird to have coins floating around in the lighthouse, I kind of just wanted to concentrate on figuring out what was going on first without having to pick up coins. However, it also gives a reason to explore every nook and cranny, which I guess was what they were going for. The density of containers seems higher than earlier entries in the series. Of course, you don't have to pick up anything, but you'd probably have a shortage of coins and ammo.
Posts by SamCom
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The other two weren't too bad, but I kept running out of ammo in the first one since there weren't any vending machines. I don't know how you could stay in one place and still have ammo. Keeping your distance helped for sure. Maybe I just had a poor loadout to start the battle. And I ended up doing what you did in the second two, camping by the vending machines and sniping in the third one.
Sniper rifle was king for me, that and the regular pistol and carbine. I couldn't really get the hang of the explosive weapons, but that might just be me.
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Ha!
I unfortunately had the ending spoiled before I played, but there were enough twists and turns, and ended with enough room for interpretation that it didn't kill the game for me.
The Asylum was a high point for me. I really did want to save Elizabeth.
So much detail, so much going on.
I did spend a lot of the game digging through trash cans and crates. I'm not sure how I feel about that. It interrupts the flow, but you get pretty serious coin and ammo rewards. It does get you to look for every nook and cranny.
That fucking Elizabeth's mom's ghost battle. That was extremely frustrating, but I got such a rush when I actually beat her the first time. Then had to "kill" her two more times.
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Yeah, the space issues are worse with the hilly cities. Having some serious worker shortages, but I don't have anywhere to put houses. It turns into waiting for buildings to evolve since I can't really build anything.It's still fun, and I've poured a lot of time into it, it just feels like you hit a point where your city is "done".
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They really didn't have metrics on average play session length before they released? Or the amount of preorders or sales estimates?
Actually, I believe them, I don't think they anticipated it, I just don't understand how they didn't think people would want to play for longer sessions.
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Oh man, I didn't think about Spore. I was giving Maxis/EA the benefit of the doubt, I'd forgotten about that mess. But in retrospect, at least you could play Spore. I guess I'm part of the problem.
Also, patch notes from today (http://answers.ea.com/t5/Miscellaneo…/658556#U658556):
QuotePatch 1.2
- Fix for crash caused most commonly occurring on servers experiencing lag. This crash would happen most often when claiming a new city when playing in a region.
- Fix for server select dialog not appearing on start-up if the server the player was last on is not available.
- Disabled Cheetah speed. Cheetah speed is is now the same as llama speed.
- Crash fix for finding closest points.
- Crash fixes in transport and pedestrian code.
- A fix cities having processing problems associated with helicopters.
I mean, come on. It's supposed to be temporary, but still.
I bought SimCity 2000 off GoG last night, and had a good time. Fun reliving some childhood memories.
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I'd be up for it! I'm UncleCombs on Origin.
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Got my boxed copy today, still haven't been able to play a game, I've been messing with it for an hour. First, I wasn't able to join or start any game, it kept saying "Unable to create your city at this time". So I kept trying, it finally loaded a city - but I wasn't able to use any menu options. Then I kept trying, was able to start a city, laid out the basics - and the display froze. I could hear it still running, I could even hit keyboard commands and hear the city speed changing. So I alt tabbed out and ended the game in the task manager and started it up again. Now it prompts me to play the tutorial. Ok. I start the tutorial, it loads the tutorial city, but there's no tutorial. No popups, no directions, and I can't click any of the menu buttons. I can scroll around, and get to the options menu, but can't progress. Restarted the game, same thing.
And then it finally worked. And I got lost in it for 3 hours... I do think the small city sizes are going to be a problem. You get to the point where you really have filled the city fairly quickly. Just not sure that it's worth it. I don't understand how they didn't anticipate the demand.
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Anyone have a chance to check it out?
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Quote from Thrik
I've already made this argument but again, for me the ending was appropriate. Would it really have been better if we saw some clips of the world in the aftermath of your decision? Would it have made the game's message any more meaningful?
BTW I think the 'blow everything up' ending is a cop-out, avoiding making a proper decision concerning how you feel about illuminati influence, augmentation, your loyalty to Sarif, etc. I really enjoyed thinking hard about how I felt on these issues. Grow some balls and make a proper choice.

Heh, I did think about it before I chose the first time, and I decided I hated the other three choices. All three groups were full of shit. I'd been lied to by all of them, and all their choices seemed equally Pyrrhic. I didn't want to choose any of the others. And the other ending videos imply that basically the same thing happened anyway.
I think showing the aftermath would have been less of a cop out. But what I really would have liked is if your individual actions earlier in the game had made any sort of difference, so they could use a Fallout/F:NV style ending showing the repercussions of your actions earlier in the game. In DX:HR, it didn't matter how I'd played the game, it was just some arbitrary choice tacked onto the end.
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I never really felt the need to buy Praxis points, and I was still able to max out the skills I cared about.
@Al Anselmo - It wasn't broken, that's what it is - I just though the ending made more sense in that context. It almost felt like that was the original, and they made the other three so there was some illusion of choice.
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DX:HR Ending:
QuoteTo me, it felt like all of the endings ended up being the same thing - humanity will figure shit out on its own, thanks. I really wish they'd only had the fourth ending where you have to self-destruct the station. That one felt "right" to me.
It was a really weird shift, once they just sent waves of augs after you. "What's that, you didn't want to kill anyone? Well here's a solid wall of enemies. Good luck, asshole."
And this is a dead horse, but the final boss battle was especially atrocious. It felt like something from an N64 game.
I cringed every time it went into a cutscene, because I knew something shitty was going to happen and I wouldn't be able to do anything about it until the cutscene was over.
I agree with the hugely detailed spaces, though. I've never seen such beautiful supply closets! Most of my screenshots are of shelves and clutter. The plot character offices are beautiful, I loved exploring them and figuring out something about the person I was about to fight in an unfortunately terrible boss battle.
Also thought it was odd that some of the weapons were basically impossible to find. Crossbow especially, I wish that was available earlier. They seemed like afterthoughts. Maybe available for cash, which I had wads of by the end of the game.
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The tank battle was really easy - I just moved over into the cubicles and kept firing the pistol. The tank tried to get to me and failed, while the bots hung out in the door and gunned him down pretty quickly. That shot showing the hole in the wall is about where I camped out.
You're right on the ammo: the bots were using the Uzis and they were fine ammo wise, I was using the shotgun. I was also loitering a little longer than I usually would since I was trying to check everything out, so that might have been a factor in running out as well.
Good point on not wanting the Charger to have a wall to take people out of, didn't think of that.
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Tried this out with bots in Normal difficulty.
I felt the pacing was a little off - the streets felt way too wide open - there were very few checkpoints that the specials could use to be effective. I could see almost all the threats before I ran into them. There wasn't really that tension of not knowing what's around the next corner.
It's more of a personal opinion thing, but I think a lot of the outdoor areas could be shortened, with more twists and turns, narrower streets - places for special infected to hide and take the player at least slightly by surprise. I'm not a Left 4 Dead expert, so take that with a grain of salt.
The Crescendo events fell flat. The outside sliding gate could use either a siren or just a really loud fence noise - there really wasn't any reason for it to attract the horde. Waiting for the elevator also felt odd. It opened right in the middle of the zombie wave.
It could use a little more detail everywhere. Decals, more trim pieces indoor, breaking up flat walls with more detail, more ambient sound effects.
Screenshot dump with notes below.
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I was able to exit the map through here, just above the spawn, and end up on a dead end street I don't think I was supposed to be on.
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This charger was just chilling behind the fence while we emptied a few mags into him. Maybe a nav mesh issue here?
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The doorframe here needs prettying up.
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Ah man, this is kind of a pet peeve. Obstacles that wouldn't really count as obstacles in real life. It looks like I could jump over them, but you have a clip brush blocking this area. I know this is probably a tricky area, since you've trying to keep the player out of upstairs while still letting zombies come from that direction, but there has to be a better solution. Something that looks like I couldn't actually get past, like a broken stairwell. Also, how did these boxes get in the stairwell?
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Same issue here. Just needs a more formidable looking obstacle.
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The tank battle ended up taking place here. The tank just kind of hung out here - he couldn't really get back into the cubicles to the side. Also, these posters are megahuge.
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That hole looks pretty bad. I'd just break out the whole wall. Why is there a hole in the wall besides providing a path for the player? A balcony might work better here.
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More impassable cardboard boxes, and some misaligned van glass.
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This was the first ammo supply I found. I ran out of primary ammo even before the cubicles building. I might have missed one, but I think ammo's probably a little sparse.
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This basement area was really sparse.
All together, I think you've done the hard part, you just have some tweaking and detailing and you'll have an awesome starting map for your campaign!
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Quote from JeanPaul
Dude just slap a env_light in there to make it at least bearable
NO, you must suffer as I have!
(Sorry, I've become immune to fullbright. I can drop one in and upload a new version this evening if that would get more people to test.)
Ha, just kidding. I tried it, and the compile locked up after 20 minutes. Needs lots of optimization and boxing in the level, and I don't think I'm at that stage yet.
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Now released! I added a thread over in Works Released:
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ModDB profile: http://www.moddb.com/mods/station-51
Drop feedback in here, send me a PM, or email me at: [email protected]
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I have a single player map for Half-Life 2: Episode 2 in the early stages, and figured I'd start posting some progress pics.
It's a sequel to Station 51, picking up where that one left off. The plan is to package them together and release them as a stand alone with a good 45-60 minutes of gameplay.
I've already gotten some good feedback (thanks borgking!)
Here's a current overview:
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Here's an (older) overview shot:
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Bring out the games, yo.
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I think his comment wasn't quite meant the way it sounds.
From this article (http://www.eurogamer.net/articles/2013-…nection-to-work):
QuoteOn the possibility of a PC version, [Bungie COO Pete] Parsons said: "We would absolutely love to be on the PC. If you talk to the people upstairs, we play it on all platforms. So, stay tuned."
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I would imagine that since they're planning for 10 years, next gen consoles are probably part of their plan.
I think the setting sounds awesome, a mix of alien races colonizing the ruins of a future human civilization, there's a lot of potential there.
I do wish PCs were included, though. Not sure I really want to play coop with console randoms.
I can see it now - a beautiful vista revealed, a shot of our characters with badass armor and weapons - then cue someone yelling "FAAGGGG" before teamkilling everyone, then running to the end boss and stealing all the loot while they play their boombox in the background, their mom yelling at them. I don't know why voice chat isn't opt in and not opt out.