Unkillable Cat
LEST WE FORGET
- Joined
- May 13, 2009
- Messages
- 28,583
FM makers know what works, what doesn't, what is shit and what isn't. There's no excuse.
Here's a big error on your part. FM makers are people and act accordingly. Some of them are good at it, others are not. Some of them learn (the hard way), some of them never learn at all. Some of them know what they're doing, and some of them don't. It varies from person to person, so lumping them all into one group and assuming the same values apply to all of them is never going to work out, especially when it comes to what you expect from said group.
Some more mechanics to deal with undead without turning into first person shooter with water arrows.
- room above a pit with a switch floor
Pretty certain DromED will cry if you try this, otherwise we'd have seen this done a long time ago. Perhaps the opposite can be done, dropping heavy stuff on top of them?
- long narrow corridors player can block with crates
I'm not even sure crates actually stop critters, or that critters sense crates as an object per se.
build the entire level with lockdown switch puzzle in mind where the player has to manipulate sections correctly to seal hordes of undead from leaking into your/next section
This one is actually doable, but requires planning. Even so, there are many reasons why FM makers may choose to either restrict this to a small area, or outright reject doing this.
EDIT: Upcoming FM notice: Five Nights at Dayport. Yes, Thief meets Five Nights at Freddy's. I'l be giving this one a look.
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