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Progression


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 Post subject: Progression
PostPosted: 07 Jun 2012, 23:11 
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Hell Warrior  Hell Warrior
Joined: 05 May 2010, 01:00
Posts: 513
Location: British Columbia, Canada
Not really sure if this counts as a "bug", since it's more a matter of opinion.

Something really needs to be done about making the map's progression more obvious. In its current state, I haven't even figured out where the red/yellow keycards are, resulting in aimlessly wandering around the base looking for things I've missed. :-/
I think that part of the problem is the extreme non-linearity to the base. I have no sense of where I'm going or what I'm doing. I had fewer problems the first time I played Hexen's first hub.

AFAIK there has been talk of an objective system, but I can't see how that could help without breaking the immersion which Torm seems so determined to maintain.


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 Post subject: Re: Progression
PostPosted: 08 Jun 2012, 04:36 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Yellow is in the "simulation".

Red is on the pedestal in the big cyber arena behind the yellow doors. You can reach it once the cyberdemon is dead.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Progression
PostPosted: 08 Jun 2012, 15:34 
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Hell Warrior  Hell Warrior
Joined: 05 May 2010, 01:00
Posts: 513
Location: British Columbia, Canada
Thing is, I can't even find those. It's becoming quite frustrating.


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 Post subject: Re: Progression
PostPosted: 08 Jun 2012, 18:24 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Well, the yellow arrow in the crate room is pointing the wrong way which does not help things at all. At least no one can complain about linearity. ;)


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 Post subject: Re: Progression
PostPosted: 08 Jun 2012, 18:30 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
ChronoSeth wrote:
AFAIK there has been talk of an objective system, but I can't see how that could help without breaking the immersion which Torm seems so determined to maintain.

This is exactly why I started adding the "where to put the key" references... even though people asked if it determines where the keys are or where they are to put - not clear enough but a start


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 Post subject: Re: Progression
PostPosted: 08 Jun 2012, 18:32 
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Hades Elemental  Hades Elemental
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Joined: 19 Dec 2010, 18:53
Posts: 317
Location: Finland
How about map markers for the keys? I could add them quick. :P


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 Post subject: Re: Progression
PostPosted: 08 Jun 2012, 18:47 
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Cyberdemon  Approved Adder
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Joined: 01 Feb 2011, 20:07
Posts: 860
Yes, the map is a little bit hard to navigate. The non-linearity there is too much, IMO, that it makes your head spin, and sometimes I find myself skipping (not intentionally though) some sections of the map because of it. And even after testing the map for like 15-20 times, I still find myself scratching my head from time to time trying to figure out where this and where that.

But I'm getting there though. :-)


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 Post subject: Re: Progression
PostPosted: 08 Jun 2012, 18:56 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
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Location: Germany
Dusk wrote:
How about map markers for the keys? I could add them quick. :P

That's a good idea!


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 Post subject: Re: Progression
PostPosted: 09 Jun 2012, 09:39 
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Revenant  i am a xaser
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Joined: 10 Jun 2010, 05:51
Posts: 554
Don't do that. That's what the objective system is for -- it will have map markers for the next key in sequence, which will help that bit.


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 Post subject: Re: Progression
PostPosted: 18 Jun 2012, 10:57 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
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Location: Germany
Are you taking care of that?


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