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News: Paul Reiche and Fred Ford want to continue the story they started when they created Star Control II — The Ur-Quan Masters. «Happy days and jubilation!» «But wait!» «There is something wrong here... something which makes my sheath retract and my talons ooze.» «Please, Captain, we need your help!»

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Author Topic: SC:BEL Mission 1  (Read 86994 times)
Lukipela
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Re: SC:BEL Mission 1
« Reply #990 on: July 12, 2009, 05:54:51 pm »

Glad you enjoyed the ending, and thank you all for a great game. bonuses and extras will appear sometime during the weekend.
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Lukipela
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Re: SC:BEL Mission 1
« Reply #991 on: July 19, 2009, 05:29:29 pm »

Hmm, time for some extras. First off, we have the original map that we started out the game with.



As you can see, it contains a lot less then what we ended up with. Most fo the rooms were quite empty, without anything interesting inthem. I had small text snippets preapred for them, such as

Quote
"Figures there'd be Androsynth at a research installation!"

For when you first encountered one of them. The door on the outside to the north west was supposed to be locked, so that you couldn't enter from that side. I pretty quickly realised that this wasn't enough.  The game was going to be pretty slow anyway and I figured that if nothing interesting happened the players would get bored pretty quickly. So I restructured the map and ended up with something much more like the end result.



As you can see this isn't the final final version, but it's pretty close. Several times I winged it and just quickly added something new in order to make things more interesting or reasonable.

Here's the last map with some more surroundings. As you can see, I was shifting things back and forth and using the spreadsheet around it to calculate things.  It was kind of messy. This final map was number 128 according to my notes. That's a lot of maps!

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meep-eep
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Re: SC:BEL Mission 1
« Reply #992 on: July 19, 2009, 07:23:53 pm »

Hmm... so nothing behind the red door?

What was the purpose of the flower that Sukuzu picked?
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“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Lukipela
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Re: SC:BEL Mission 1
« Reply #993 on: July 19, 2009, 07:57:58 pm »

The red door was an alarm/spawning point. When you killed the Umgah, a biosensor would have triggered the alarm. All the rooms left (although there were none because you are murderous SOB's) would have been on lockdown, while that room spawned a set amount of enemies per turn, forcing you to try and get past them quickly enough.

Sukuzus flower would have set off a trap (angry symbionts) if you returned the back the original way, but the enemy would have focused on him. The alternate route past behind the bookshelf would have avoided both these problems.
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Son_of_Antares
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Re: SC:BEL Mission 1
« Reply #994 on: July 20, 2009, 11:41:06 am »

If we used the alternative route behind the bookshelf, where would we find our exit? More precisely, how would we get pass those boulders? Huh Verymuch liking the mightyfine shiny bonus material Smiley
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