I liked the CIA Burton, and his running speed, that was awesome. The plot was good but the "story" felt rushed, would have liked to see a few twists and turns.
Originally Posted by: slird
Haha, thanks. I made him use the Humvee's locomotor because I found that since I'm controlling him a lot around a very big map, it took
forever to get him from one place to the other. So... I made him an athletic runner. 😃
As for the plot, how do you feel it was rushed? And do you mean you'd like to have seen plot twists and stuff too?
If that's the case, don't worry, you'll love part 2. It will go a bit more in-depth. 😛
I liked how the american base took action, but there was no prelude as to why so that was a bit confusing.
Hmm true. Maybe I'll see about adding something there that might explain why, although they were attacked first so... Idk.
And the map was a little too "open range" for my taste...I like to see routes and options for choosing a route etc., but thats just me.
I see what you mean. Maybe add some mountains and stuff that would divide the open fields into two paths, one of which would have a few Quad Cannons or something else that would tear Paul Wayne apart in seconds and one that just has a few Rebels and RPG Troopers so that you have to go through one path first and then you can clear the other with the US base units. It could also add some interesting choke points for the final mass-assault by the enemy.
Maybe also add a few Demo Traps that you'd have to locate with some Sentry Drones or something, which you could only do after finding the US base.
It played great, I liked it...was just kinda short.
Well then you'll really like part 2. I plan to have it divided into 3 major sections, one with getting into a city, another trying to find a certain person in the city (which is under martial law and has firefights between the gangsters and SWAT all over the place), and the third part is a secret. :3
As for the car jam, I think I see the problem...Youve got two looping waypoint paths spread out on a tiny road making four waypoint paths. Easy to see why they jam up. maybe try just one path, or move one path adjacent to the other on the outside edges of the road so incoming traffic has room to pass.
Dang it, alright then I'll try that.
Just noticed that one of your car path loops isnt connected...that could be why...
Is that for the Adam Carter evac scene or the traffic? There are no looping waypoints for the escaping scene and Adam's bus
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.