Quagmire by Endocore (Single Player)
Posted: Tue Dec 31, 2002 9:02 am
First off Endocore deserves a medal for map making above and beyond the call of duty, Quagmire is a beauty to look at. I must give Endocore a round of applause for the river, you must have the patience of a saint to cap all those mountain tiles, well done sir, jolly good show.
The use of sound is great, the bird sounds really invoke a feeling of being in the forest and make a nice change from the usual FOT ambient sounds.
Todd and the Chieften from 'What is Honor amongst Thugs' have 3 lots of info to depart to the player, none of which force the player to choose a path. In fact it's possible to hear all the info by clicking on the speaker to bring back the clones until all the options have been heard. Surely this could of been done by the use of speech occured and set click speech triggers as in the main campaign without the need to script the activating and deactivating of clones? Don't get me wrong I think that the clone dialog system is great, the way it was used to offer the choice of joining the Doctor or not in 'WHAT' was perfect, but there is enough to do when map making, don't make more work for yourself than you need to.
*Spoilers*
As usual with one of Endocore's maps there is plenty to see and do. In the readme Endocore states that the map is made for TB play, but here I disagree, whilst TB works well in the factory or slavers camp the map is far too big overall for TB. If you are in the forest and an enemy spots and shoots at you, you can spend five minutes scrolling around the screen to find someone to shoot back at. Also I was exploring the tunnel under the old factory and came across the soldiers camped out in the ruins, TB worked well for the combat in the basement, but was a real disadvantage when I moved upstairs. Unless you are lucky and the camera stays on your attackers or if you can manage to survive long enough to get all your team out into the open, then you are at the mercy from snipers above and below who can see you through holes in the floors and walls. While you cannot see anybody, because of the roof popping, to fire back at. At least in CTB the team can pick their own targets.
My only other gripe was that while there was plenty to do hardly any of it was interconnected. While this would work well in FO 1&2 it doesn't fit, in my opinion, in a standalone map in FOT as you are part of a military organisation with missions and objectives and shouldn't just wander around as you please. In 'WHAT' you had to visit most of the locations to complete all your objectives, especially if you decided to join with the doctor. But in Quagmire this is not the case, although if you run from the robots via the tunnel you will meet the soldiers, there is no other reason to go to the ruins other than to get the necklace to buy Alana but you don't know its there, or that you need to buy Alana unless you've stumbled across the tribals.
Perhaps if the starting location was in the southwest of the map so you had to go through the slavers camp to reach your objective, or if Todd would ask you to buy food from the tribals to gain entrance to the factory and if someone mentioned a legend of a necklace hidden in the ruins, then the map might pull together more.
Otherwise it was a joy to look at and very entertaining, though I'm wish Endocore had made some new sprites for the contents of the factory.
The use of sound is great, the bird sounds really invoke a feeling of being in the forest and make a nice change from the usual FOT ambient sounds.
Todd and the Chieften from 'What is Honor amongst Thugs' have 3 lots of info to depart to the player, none of which force the player to choose a path. In fact it's possible to hear all the info by clicking on the speaker to bring back the clones until all the options have been heard. Surely this could of been done by the use of speech occured and set click speech triggers as in the main campaign without the need to script the activating and deactivating of clones? Don't get me wrong I think that the clone dialog system is great, the way it was used to offer the choice of joining the Doctor or not in 'WHAT' was perfect, but there is enough to do when map making, don't make more work for yourself than you need to.
*Spoilers*
As usual with one of Endocore's maps there is plenty to see and do. In the readme Endocore states that the map is made for TB play, but here I disagree, whilst TB works well in the factory or slavers camp the map is far too big overall for TB. If you are in the forest and an enemy spots and shoots at you, you can spend five minutes scrolling around the screen to find someone to shoot back at. Also I was exploring the tunnel under the old factory and came across the soldiers camped out in the ruins, TB worked well for the combat in the basement, but was a real disadvantage when I moved upstairs. Unless you are lucky and the camera stays on your attackers or if you can manage to survive long enough to get all your team out into the open, then you are at the mercy from snipers above and below who can see you through holes in the floors and walls. While you cannot see anybody, because of the roof popping, to fire back at. At least in CTB the team can pick their own targets.
My only other gripe was that while there was plenty to do hardly any of it was interconnected. While this would work well in FO 1&2 it doesn't fit, in my opinion, in a standalone map in FOT as you are part of a military organisation with missions and objectives and shouldn't just wander around as you please. In 'WHAT' you had to visit most of the locations to complete all your objectives, especially if you decided to join with the doctor. But in Quagmire this is not the case, although if you run from the robots via the tunnel you will meet the soldiers, there is no other reason to go to the ruins other than to get the necklace to buy Alana but you don't know its there, or that you need to buy Alana unless you've stumbled across the tribals.
Perhaps if the starting location was in the southwest of the map so you had to go through the slavers camp to reach your objective, or if Todd would ask you to buy food from the tribals to gain entrance to the factory and if someone mentioned a legend of a necklace hidden in the ruins, then the map might pull together more.
Otherwise it was a joy to look at and very entertaining, though I'm wish Endocore had made some new sprites for the contents of the factory.