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The first issue I don't think is a problem with my Mod. I'll keep an eye out but if it's not a repeatable issue I don't think i'll be able to address it.
For issue two... oh ♥♥♥♥ your right, i'll push out a fix ASAP.
1. I got red reticle through some of the walls.
2. Super minor but some of the grate graphics shimmered.
3. I don't think the map texture loads appropriately.
And, while I don't think this counts as a glitch, the gravity lifts on Spider Complex almost never got me to reach the orb. Maybe you could apply the gravity effect on an inactive cannon?[cdn.wikimg.net] Then you won't have to struggle to jump on it. While momentum going through the level was always at a fun pace, this was a bit of a struggle.
I also think Sidehopper Station could benefit from more cannons (I think two inside and two outside are missing and two are replaced with teleporters), the gameplay dynamic didn't use the second story very much when my friends and I played. The teleporters make it hard to back out of the tunnel and don't really benefit the experience very much. They might work as an alternative to the cannons at the ends of the two wings though. The gravity lift to reach the Rocket Launcher roof worked VERY well, and the graphics were very pretty. Your weapon selection and placements were amazing, I feel like they accommodate the tight quarters very well. I felt very grenade spammy so dropping the grenade groups by one might help, but that's very subjective.
Thanks for your detailed response.
1. I'll look into it and see if I can address it in the next update, as that's more of a minor issue.
2. Yeah, i'm aware of that. I plan to fix the "Z Fighting" issues along with other minor graphical issues once all the maps are out in Beta.
3. That's been addressed in the recent (BETA 0.1.2 Update) thanks for bringing it to my attention.
I can't reimplement the Cannons 1 to 1 like they were in Metroid Prime 2 due to the limitations of the Halo 2 Mod Tools.
I do plan to replace the teleporters with the Cannons in Sidehopper Station in a future update.
Thanks for your positive comments and feedback it really does help me finding issues and knowing what works well.
I agree: Making a cannon 1-to-1 to Prime 2 would be a bit of a stretch, I remember we talked about your desire for these maps to feel unique to Halo 2's game loop without borrowing from Prime 2 gameplay on Reddit or something, and the Metroid Prime 2 cannons wouldn't fit that well. I think the only Metroid Prime 2 gameplay element that could cross over naturally would be the randomizer, swapping between the Overshield, Active Camo, or maybe some skulls or something, but that's a lot of effort for something minor that might not benefit the gameplay. In terms of the cannons, I'd be content with just a Halo 2 model slapped where the morph ball cannons are. The model you used in Sidehopper station that was just a glowing disc was perfect.