oh god please no we don't need another JNR
I was one of the testers for JNR, remember?
I don't mean Possessed Curly/Oblivion 5000 health silliness, just twice as much or something. I seriously felt like the fight was too short; it died so fast (20 seconds or something; 3 or 4 Spur shots) it was an anticlimax (leaving aside the much easier-to-navigate room). The obvious ways to make a fight longer are more health, temporary invulnerability and smaller hitbox, or to reduce the player's DPS (ie, put the Spur later).
Also, the problem with Possessed Curly/Oblivion wasn't so much the health levels themselves as how little threat they posed. Genesis poses significantly more threat because of the way it's set up (though it would pose even more were it back in its proper room).
also wow I have not seen you in forever and you probably don't even know who I am which is /really/ weird
Indeed, I have no clue who you are.
ZarroTsu said:
The 'trivializing' bit about my version is a major flaw in the original: killing monster X before crossing the spikes, and effectively screwing yourself over. So to solve that, I made it so all the -127 spikes are removed when X is killed. Which means you can just kill him immediately and ignore the whole 'need him to cross', anyway, although using him to cross and not killing him at all would be faster for speedruns.
Why does it matter if you can screw yourself over? You can't save during that portion; the way back is blocked, and you removed the save point during the fight. So just jump on one of the death spikes and start over, and use some lateral thinking next time.
All that aside, the corridor was almost twice as long in 2.0.0.0, and earlier versions, but someone complained about the map system glitching out, and I decided it needed some shortening.
I know about the Map System problem; it's been there since the original JN. But there are other ways to fix that; the most obvious would be to split Labyrinth W into two rooms (there's a place you could split it without issues just west of the door to the Old Clinic). Call the east side Labyrinth E. Bam, no Map System glitches.
Hidden text highlight (or click) to view:
tl;dr I'm going to rip my hair out if everyone starts telling me the game "isn't hard enough" now.
Oh, it's definitely better than JNR. I often come across as more scathing than I intend, probably because my posts tend to be lists of what I think could be improved. I'm reminded of that quote from Matrix Reloaded (shit movie, I know): "The ones doing their job, doing what they were meant to do, are invisible. You'd never even know they were here. But the other ones, well, we hear about them all the time."
What's eating me about this is that the Monster X running battle was one of my favourite things about the original JN (and, IIRC, seeing a YouTube vid of it was what first alerted me to the mod's existence). I'm probably also biased by the fact that the whole reason I picked your mod up was because I wanted to play JN again without all the alterations in JNR (I can't play Shmitz's original, because of the "crash when exiting First Cave" bug; that was the first thing fixed in JNR, but I no longer have my very old copy of JNR that
only had that fix). Imagine my reaction when I find that my two favourite bits (Monster X, Genesis: Source) have been turned into Easy Modo.
E:
Wait until the end of the game.
I imagine it will be harder. But taking away a unique challenge to put in another one rubs me the wrong way; shouldn't you keep both? Or at least have an option to keep all those hard-in-a-cool-way fights?