Feasability of the Pillar of Autumn
Moderator: NecronLord
I reckon that in lots of first-person shooter games with shipboard environments, the actual rooms stick out of the ship like that if you try to rationalize it.
Not to derail, but did the second act of Republic Commando feel like it took place on a ship only 800m in length?
Not to derail, but did the second act of Republic Commando feel like it took place on a ship only 800m in length?
"..history has shown the best defense against heavy cavalry are pikemen, so aircraft should mount lances on their noses and fly in tight squares to fend off bombers". - RedImperator
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"It would just be Unicron with pew pew instead of nom nom". - Vendetta, explaining his justified disinterest in the idea of the movie Allspark affecting the Death Star
- Sarevok
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The RC levels you speak of were short and cramped enough to beliebly take place on an Accamalator. Halo was convincing too untill you get to the final level when the ship suddenly becomes an island sized theme park with a obstacle course and stunt jumps.
I have to tell you something everything I wrote above is a lie.
Well, even the early shipboard levels of Halo don't fit within the volume of the ship, as the excellent link Vehrec provided demonstrates. It's convincing, but when analyzed, it shows the level designers didn't go that extra mile in terms of consistency and detail.
I'm just saying that most other games probably have the same issue.
Not that I think it's really that bad, mind, most players won't even think about it, much less analyze it.
Unless, of course, you it goes as far as the Class 7 Service Corridor.
On another note, I haven't played any of the Halo games, but I plan to now.
I'm just saying that most other games probably have the same issue.
Not that I think it's really that bad, mind, most players won't even think about it, much less analyze it.
Unless, of course, you it goes as far as the Class 7 Service Corridor.
On another note, I haven't played any of the Halo games, but I plan to now.
"..history has shown the best defense against heavy cavalry are pikemen, so aircraft should mount lances on their noses and fly in tight squares to fend off bombers". - RedImperator
"ha ha, raping puppies is FUN!" - Johonebesus
"It would just be Unicron with pew pew instead of nom nom". - Vendetta, explaining his justified disinterest in the idea of the movie Allspark affecting the Death Star
"ha ha, raping puppies is FUN!" - Johonebesus
"It would just be Unicron with pew pew instead of nom nom". - Vendetta, explaining his justified disinterest in the idea of the movie Allspark affecting the Death Star
- DesertFly
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You should. Despite the hate heaped upon them (largely, no doubt, due to their popularity), they still tell an interesting story, coupled with some engaging gameplay elements, that, while perhaps not entirely original, are still presented with style and are fun to play. Just watch out for "The Library" level in the first Halo. It will make you want to pull your hair out if you aren't prepared for its repetitive nature.
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I've played only the PC version of Halo, but they're ok, but be warned the level design is extremly repetive (especially in the library level).
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The repetive looking level architecture is a minor nuisence because the combat rocks. Infact the combat is what makes Halo great not the story fanboys focus on. Halo has not invented anything revolutionary in gaming but it took a few good ideas and combined them into a refined form better than any fps before.Lord Revan wrote:I've played only the PC version of Halo, but they're ok, but be warned the level design is extremly repetive (especially in the library level).
I have to tell you something everything I wrote above is a lie.
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The ship was crashed. You don't think it couldn't have cracked open?Commander 598 wrote:One thing I never got was the giant bottomless pit and the fact that this trench raceway was wide open to space/air and I don't think the PoA was designed for atmospheric operation...

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The combat's really nothing special either... Halo had a little too much behind it to really point out one element and say "Ah ha, this is why it succeeded!"
The first one was a fairly rushed project that did well primarily because Bungie had done FPS before.
The second had more time, and seemed to do much better, although alot of the later levels still feel samey and poorly thought out. Plus there's that damned cliffhanger.
The third picks up... maybe a few hours after the second, but feels a fair bit more epic than the prior games. Looking back, this is what Halo should have been from the start.
Still, you should start from the first game. A fair amount of the events in the third build directly off of relationships and animosity forged in the story of the first two.
The first one was a fairly rushed project that did well primarily because Bungie had done FPS before.
The second had more time, and seemed to do much better, although alot of the later levels still feel samey and poorly thought out. Plus there's that damned cliffhanger.
The third picks up... maybe a few hours after the second, but feels a fair bit more epic than the prior games. Looking back, this is what Halo should have been from the start.
Still, you should start from the first game. A fair amount of the events in the third build directly off of relationships and animosity forged in the story of the first two.
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