1. As the plan is to package both
Paranoid and
Paranoiac into a single game experience, I wanted to propose something that I hope is workable. How about creating a seamless experience between the two games? In other words, at the end of Map07 the transport helicopter picks up Bellmer and carries him away. The game does NOT cut to the credits; instead it essentially plays the TITLEMAP of
Paranoiac, but in a dummy map as a cut scene. [I'd propose inserting it into MAP10, but MAP10 already occupies a significant part of the editable map canvas.] The scripting for the helicopter flight should be set up so that the player can skip the cut scene and go right to the start of MAP10.
In this way, the entire progression is seen to be part of a single adventure. The credits can come up at the end of MAP21, as they do in
Paranoiac.
2. Also, let's not forget my suggestion in
this post. We should figure out a way to ensure that only one message can be played at a time.
3. Additionally, can the messages be set up to be either paused, or stopped, once they have been activated? As they are currently set up, the player must listen to the entire message before the audio and text end. This might being a distraction under some circumstances.
4. The background music track should be added to the
Paranoid maps (and
Paranoia maps, if they get added).
5. Edit the
Paranoid maps to include the new weapons in
Paranoiac. This, of course, would mean adjusting the gameplay of
Paranoid.
6. Edit the
Paranoid maps to reduce the overuse of human grunts (hitscanners) in large, open areas.
1. As the plan is to package both [i]Paranoid[/i] and [i]Paranoiac[/i] into a single game experience, I wanted to propose something that I hope is workable. How about creating a seamless experience between the two games? In other words, at the end of Map07 the transport helicopter picks up Bellmer and carries him away. The game does NOT cut to the credits; instead it essentially plays the TITLEMAP of [i]Paranoiac[/i], but in a dummy map as a cut scene. [I'd propose inserting it into MAP10, but MAP10 already occupies a significant part of the editable map canvas.] The scripting for the helicopter flight should be set up so that the player can skip the cut scene and go right to the start of MAP10.
In this way, the entire progression is seen to be part of a single adventure. The credits can come up at the end of MAP21, as they do in [i]Paranoiac[/i].
2. Also, let's not forget my suggestion in [url=https://forum.drdteam.org/viewtopic.php?f=209&t=7601#p64625]this post[/url]. We should figure out a way to ensure that only one message can be played at a time.
3. Additionally, can the messages be set up to be either paused, or stopped, once they have been activated? As they are currently set up, the player must listen to the entire message before the audio and text end. This might being a distraction under some circumstances.
4. The background music track should be added to the [i]Paranoid[/i] maps (and [i]Paranoia[/i] maps, if they get added).
5. Edit the [i]Paranoid[/i] maps to include the new weapons in [i]Paranoiac[/i]. This, of course, would mean adjusting the gameplay of [i]Paranoid[/i].
6. Edit the [i]Paranoid[/i] maps to reduce the overuse of human grunts (hitscanners) in large, open areas.