No. The level was never finished.biffstudly wrote:I've been meaning to ask, is the first level of the BM mod supposed to be completeable? I always get to the end and am unable to exit the level.
Abandoned Projects: Keen Crisis Earth & Pirate Mod
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I'm glad you've figure it out finally.Flaose wrote:Ceilick wrote:We've agreed to call this a demo release for Keen Crisis Earth.
Here's my five cents.
At first, when I began, it felt like I'm right in the middle of a combat zone. Some aliens were shooting at me like crazy, which is cool action, until I run out of health bars too fast. I didn't saw who was shooting me. In my next run, I started shooting blindly in front of me, hoping I would take down those bastards. No. The right tactic turns out to be: rush as fast as possible. You'll get hit, but you'll kill and survive.
So for a first level, I would add a few more places to hide. As for the graphics, the sky is too blue. If it's a war, it should be dark gray or little red-ish to black. Here are some ideas for the next levels. The next one would take place not only on the street, but on the buildings as well. After that battles in the sewers. After that some industrial themed levels.
The difficulty of this first level would, I imagine, be modified in a more official release. What's there is basically there to test every enemy.
For playing the level as it is, I recommend:
Rush the Cthulhu scientist while jumping to avoid as many of his shots as possible. If you get close enough, he will turn his back and run, the easiest time to attack.
Pay attention to the enemy shots sound effect followed by how long it takes the shots to come on screen. You want to rush forward until you hear this sound, then get ready to duck or jump to avoid incoming shots.
Grenades are a godsend.
Great idea for the sky, and we had a few different level environments planned, but some rooftop and sewer battles would be a great addition.
For playing the level as it is, I recommend:
Rush the Cthulhu scientist while jumping to avoid as many of his shots as possible. If you get close enough, he will turn his back and run, the easiest time to attack.
Pay attention to the enemy shots sound effect followed by how long it takes the shots to come on screen. You want to rush forward until you hear this sound, then get ready to duck or jump to avoid incoming shots.
Grenades are a godsend.
Great idea for the sky, and we had a few different level environments planned, but some rooftop and sewer battles would be a great addition.
Yeah, for the sky, greyish, cloudy looking textures would be great, but... ehhh not always. For that level, it should be somewhat cloudy from the rising smoke, but since there aren't too many buildings around (or so it seems) there should probably be bits of blue visible... unless it's a generally cloudy day anyway.
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I thought it was established/announced that yes, I am back on the project.szemi wrote:Why? Are you working on it again or what?
Hoping we can get an early spring release, but that will likely depend on how many levels we get done.
Hmm... could have sworn we already had a sewer theme planned, but I suppose I was mistaken since it's not in the dev notes.Ceilick wrote:Great idea for the sky, and we had a few different level environments planned, but some rooftop and sewer battles would be a great addition.
If Lass wouldn't mind, we could recycle a lot of material I did for WIE.
A sewer theme will be perfect for the beat'm up style gameplay we have going on.
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