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We welcome mod makers who wish to test WIP mods and people from all time-zones!
I'm not going to write down specific points, or I'd be describing every single part of the map.
ODSTs have a tendency to not move into or beyond and area until you're well past it yourself. As I prefer fighting without having to try to keep them alive I don't actually mind that they stay back, but it did create some confusion when I thought they might be stuck (though by the final holdout I did see all the ones that I thought were left behind conga lining out of the earlier door to join us).
Funnily enough, it appears that if you're *too good* at keeping ODSTs alive, it seems to actually prevent the mission from being completed, as there can be more ODSTs than seats in the evac Pelican, and once they've all piled in you yourself are unable to get in with them (bug report submitted).
Overall, excellent stuff, nice work.
you just keep getting better and better at this, keep it up.
This mod is very well balanced, has really fun moments throughout, and is a massive step up from the last map I played from this creator. Fantastic work Skorly! [Part 3]
On top of all of that, the environmental design is really pretty to look at, and it almost never feels like there's too much open space, save for maybe the section where you have to cross over the wall, but even then you don't spend much time there, so it's not too big of a deal.
The brutes with spartan lasers were really fun to fight as well, in part due to the charge-up time of the weapon itself, but also because of how those brutes are placed in the level, as they're placed in a manner where you're never dealing with more than two of them unless you were to actively attempt to do so. [Part 2]
The cutscene at the start for one thing is always super cool to see in any mod to be honest, but getting on to gameplay.
The only real difficulty spike in this mod is the hunter room towards the end and even that is absolutely manageable.
The only big gripe I have with the mod is that the ODSTs are a little lacking in terms of pathing in certain areas, but that's ultimately not a big deal seeing as there are so many ODSTs provided through-out the mission.
The enemies are placed in a manner that feels fair and the map design facilitates the gameplay style really well.
The vehicle section towards the start of the mission is unbelievably fun as while the map is a tight forested ravine essentially, there is just slightly more room than necessary for the vehicles to fit, making it feel like you have just barely enough room to maneuver, which makes the driving more challenging without being unfair. [Part 1]
My Heroic Extraction Point Gameplay
https://www.youtube.com/watch?v=tWQ0Pm6wbHM
The last wave of enemies of spawning probably has to do with one of the jumpers getting stuck somewhere. I should probably build in some sort of safety net for situations like this. Thanks for letting me know!