Finally getting around to completing this. I'm pretty sure the difficulty has been toned down (a couple of paths changes, noticeably more save points) but it's still a fun romp. Now, time to construct some
DELAYED SPOILERS
-The weather station guy still stays frozen in his 'surprised' position the first time you talk to him.
-The Doctor is pretty amiable near the start, I guess all that power mellowed him out a bit.
-The pit-type area was alright, but Larson Labs is great. The area with the acid drops and the machine area are both really well-done, but the other two are a bit simplistic. In the Gaudi area in particular the Armor Gaudis are too far away to shoot at you from the ends of the corridors, and even then there's enough exp to level up a small battalion.
-Next area is pretty easy, I'm not sure what the point is to all those enemies up the top when you have to take the lower path. The Necrogun's projectiles look pretty cool though.
-The Mine area is really well-designed too (I love huge maps) but again in the first part there's enough exp and health to heal you five times over. I really wish people hadn't whined about this mod so much -_-; The event with the computer is a bit messed up, but the acid drops kinda sound like they're falling in time with the music
This area has actually given me a couple of ideas for what I can do with my The Island Contest mod...
-I beat Drilltank first time, but it was still a good challenge with those low-power weaps.
-Yay, a water area! :> There's never any real danger of drowning here, but there are a few tricky jumps to execute. I really like the one little physics-based part with the rushing water between the blocks, it reminds me of Chapter 1 of WTF? Story.
-The next area is really too easy, all you need to do is just stay out of range and spam the Necrogun. I'm really liking how all the different areas are connected though, even if there's no real reason to head back through them yet.
-Speaking of connections... Zone V is a bit better, but it's still easy to just boost over everything.
-BEETLES!
The scourge of every mod... At least you didn't over-use them, and tried to do something interesting by placing them vertically rather than horizontally.
-Holy guacamole! It's upgrade-topia!!! Been a long time since I've actually used a Spur...
-I really like how getting up to the Summit takes some careful thinking, but the area to the right says it's still unfinished D:
-Hey, it's the helicopter cut-away! I can't remember if you made that or if it was borrowed from someone else.
-Aww man, I haven't played CS for so long my hand is starting to cramp up D: The Clock Room? is really well-done (aside from the last part which is basically just an exp/health farm), some careful boosting required but nothing too silly.
-Back here again... some more challenging boosts, especially that nasty one right along the very bottom, but really there aren't too many spikes and the map rewards you for being careful. I actually made it through on just my second try. And then back to the start... you're leaving me hangin' here man, I've been waiting for something to happen for about 5 maps D:
-The couple of Mimigas left here still act like you're just meeting them for the first time. Maybe you forgot to make them invisible?
-Aaand moving block puzzle time. Another well-designed and reasonably-challenging area, aside from that silly bit with the two healing terminals about a screen apart (then again, it looks kind of like you're
meant to get hit there...). The part after the save point is especially good.
-Puzzle time!
It's pretty simple, but it's also set up very nicely. It's followed by... aww man, Igor spam? D: It seems like that alcove near the start was meant to hold something, but there doesn't appear to be anything there.
-Actually the Ravils/Igors are very well-placed, and that's a neat trick with that one Press. Reminds me of my Hell mod >_> And then... random pokies? HAHAHAHA, that's BRILLIANT. Even if I got a bad turnout
-Awesome, Abert is actually talking again. The wind and moving block parts through the next area are all good, but the 'running underwater' parts don't really take any skill and the Igor part is just blah. Again you can just Necrogun-spam them from out of range, or better yet, speed past the first set entirely. It's nice how you can take a couple of hits and still continue, but the save points are still abundant; I skipped the one before the Igor section altogether.
-The Wind/Booster area is nice, but that first terminal is wholly unnecessary, since everything after that point is basically a one-hit kill (the 'maze' isn't exactly functional).
-Final Corridor? D: The Doctor fight doesn't really work as you intended unfortunately, because of the way he falls down to the bottom. You can just camp the solid area and unleash the Spur on him when he decides to land there. This could be easily remedied by putting in npc-only tiles (i.e. the ones you still fall through).
-The next battle, however, is a fun and innovative take on Ballos' first form. I love how he gravity-leans when he charges
-...And his second form... and his third... wow. I finally turned hax on here, out of a desire to get this mod finished; I still had only 23 health and I had saved at the one part of the mod that I couldn't head back from D: I took the opportunity it check out the bad ending too.
-I shudder to think what would have happened here if I hadn't picked up that bomb D: Scaffolding, eh? That jump with the moving block is haaard and annoying to get back to, but I made it though quick enough. Nice to see some actual characters again though...
-Oooh boy... I'm more used to fighting him this way though, so I only had to turn on hax at the last moment <_<
-Last boosting area isn't too hard, but I'ma keep hax on for the final battle. I don't feel the need to prove I can beat 'em again and I've been at this for a long time...
-GAAAAH what is it with these completed mods and brief endings? I don't feel any closure at all :<
Phew... okay, let's see what we have here...
*Looks up*
HOLY TAPDANCING CHRIST.
I guess this is what happens when I try to review an entire mod at once D: I know that you're probably done with this now so thanks if (any of) you've read this far. Maybe I can wrap it in a briefer fashion (lolno):
The Good: Let me preface this by saying that I've really, really enjoyed most of this mod and I think you deserve a lot more credit for it. It's partly because I haven't played a mod for ages, but it felt great to be adventuring into expansive, unique, and unknown areas again. Aside from the few parts I mentioned, the map designs and enemy placement are really well-crafted and intuitive; it sorta reminds me of Kaeso's stuff. You also do a really good job with atmosphere, i.e. picking the right music, making each little area look fresh, etc. All the maps are cleanly-made, and there are only a handful of bugs/script errors (which have mostly been mentioned by others already).
The new graphics and tilesets are functional and unobtrusive; not really striking, but very competently done. There's nowhere in the mod I can remember that really looks bad. Overall, it's clear that you've put a
huge amount of thought and effort into the mods' general design (aside from maybe save point placings), especially to have it completed in such a relatively small time. It rekindled a feeling I've been missing for a while now - the desire to be proactive in the mods section and work on stuff of my own. Just in time for uni to squash it again!
The Not-So-Good: All the problems I had with level design I've already mentioned so I won't go into that again.
A lot of other people have mentioned this, and I kinda took it with a grain of salt at first because it's a pretty generic complaint, but the story is really lacking in substance. I understand that it's much better to not get dragged down trying to make something up, but there's so much stuff you started on but didn't really explain. What's the Mimiga Army? Why is Abert so popular? Why is he seemingly the only member? Why is he working with the Doctor in the first place? Why is he going to the surface? Why does he turn against him at the end with nearly no explanation? The radio conversations just stop after a while. And then there's all the stuff that Atari mentions, like the C/CA, the weird weather, everyone leaving, etc, none of which really cumulates into anything. You travel though the places he describes, which is a nice tie-in, but it only results in you returning to the Island and basically going in a big circle. This is all a bit of a shame, because the dialogue itself is actually really good, and I was always looking forward to more character conversations.
It looks a lot like you had some stuff planned but got bogged down on the details. Again, I know the mod is complete (although it'd be nice if you fixed some of the maps up a bit), but if you could make a post explaining some of my plot questions or even send me a PM or something I'd appreciate it to no end. For now, I just need to make sure I'm up-to-date on my mods, then hopefully I can update the Quickie Guide with this, A Lost Land and The Witching Hour before my motivation gets destroyed again. (Really been giving carrotlord the short end of the stick, haven't I? D: ) Above all, it's great to have another story-type mod completed, and it should encourage everyone else to get theirs done too. I hope you're planning another one as well!