WoodenRat said:
I just hope this doesn't force some dude like Noxid to remove ALL the drops from enemies.
That's so easy; doesn't even require assembly. Just write a program to go through npc.tbl, set experience to zero for every entity, and unset "drop heart/missile" flag.
And how the hell are you supposed to get past the place after the Clock Room!?!? I had to edit a savepoint in at the start cause I was so sick of having to keep going through the Clock Room. And then I had to edit the crap out of that map ("Departures?" I think it was called) to make it beatable. And other people are saying it's easy, so I'm guessing I missed something important like Booster v2.0 along the way. Same thing with the map that used to be the Last Cave (the downward wind at the start is impossible to get past with the Booster v0.8, but would be possible with 2.0). Making it so that the mod is unbeatable if you missed an item earlier is horrible practice. If you just make it so that missing an item makes it much more difficult, or leads to a different path, that can be good as it adds some non-linearity to the mod.
There is some good level design here, like in the Clock Room and the suicide dam. But you're still WAAAAY overusing instant death spikes in later parts of the mod (based on earlier comments, it sounds like this used to be the case in earlier parts of the mod too, but you cleaned it up a bit due to people's complaints).
The Doctor seems waaaaay too nice/polite. Very out of character for him. He doesn't have to be necessarily angry/mean, but he should be much more arrogant/condescending/sarcastic like in CS ("Oh no, don't thank me; have fun you three", or "Allow me to explain it... in a special lecture!" for example).
Skipflags are your friends. It's really annoying having to go through bits of "OSHT" dialogue at the beginning of maps like Clock Room and Power Plant every time you die.
That's about all I have to say, since I gave up after getting sick of having to edit all the unbeatable parts.