![]() ![]() The progression is satisfying, but there’s no real choice. Artifacts are the same - just grab a setup with decent protection and endurance and go. Weapon degradation doesn’t matter at all (rates are too “realistic”), but at least armor degradation makes it worth swapping gear from time to time. Only at the end did I feel like I had some options with at least 3 viable assault rifles and a handful of sniper rifles and shotguns - of course, I still just went with the scoped assault rifle with the highest accuracy. Sure you have assault rifles with slightly different stats, but you’re basically just choosing tweaks in a given tier. ![]() You’re pretty much just grabbing the best gear at any given moment and rolling with it. My biggest disappointment is the lack of genuine playstyle freedom. Too bad stealth is unreliable - why my character has to loudly cycle the action every time I want to equip a gun is beyond me. There was a surprising amount of variety in how even the most linear fights could play out. ![]() Enemy inaccuracy makes it reasonable to sprint between makeshift pieces of cover, after which you have cool micro-positioning with lean and two states of crouch as enemies try to flank. Once I got the hang of some of the hidden mechanics (ADS accuracy boost takes time to activate, only get bonus damage on headshots when waiting between shots) I enjoyed peeking around cover and decisively popping enemy heads. After getting some decent assault rifles the combat can be pretty fun. Honestly I think the game would be better with higher accuracy on the shitty starter guns, as enemies would have them too and early combat would be less of a slapfest. I didn’t realize just how extremely dependent the game would be on gear - artifacts, armor, and better guns make a bigger difference in encounters than aim and even positioning, as I found myself needing to savescum much less as the game went on. Genuinely more frustrating than the much-bitched-about final section (though the rocket launcher guys guarding the power plant can fuck off), which was pretty reasonable with endgame equipment. It was pretty miserable in the beginning, and not in a particularly interesting way that tested resource management or tactics, just savescum until the AI pulls a dumb dumb and you get lucky headshots. There was certainly room for improvement in a lot of aspects, but I was overall impressed with the core gameplay and world design. trilogy, and found it pretty enjoyable overall. I recently finished the first game in the S.T.A.L.K.E.R. ![]() I’ve also been streaming some games (Castlevania, Dead Cells, Blood 1997 coming up soon) at Please if you find any bugs or glitches report them here or to my discord (tormacoy#6027).I thought I’d post some impressions and mini-critiques for what I’ve been playing over the last few months. This is my first map so any feedback is welcome. Awesome music (Songs from Turok, Quake 2, Quake 3, Prodeus and Resident Evil 2 Remake) 2 random paths (Map splits towards the 60% of the map so before that is all the same) 1 long level (between 15-18 minutes depending on the path) Spawn doors open in 20 sec, the initial zombie spawn is recommended to be right before that so the zombies are right behind the humans. Winning time while others trigger is a recommended tactic to use. Strong coop and teamplay are heavily suggested as the map is quite long and you need every player you can have. The first part is aztec inspired, while the second is heavily based on Quake 2, I even used the textures from the game and the game itself to inspire me. You can see the progress through the map, it goes from pretty simple and poor stuff at the start to more complex and detailed to the end. This is my first map, I started nearly from 0 with this map knowing only the most basic stuff about mapping and learn from there. You and your team are sent to find it and destroy the reactor that lies within. Reports say that the enemy has a facility somewhere inside this temple. ![]()
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