reading this, you have gotten engaged in giving me feedback on the level you
are testing. Got you there! Yes! Ramalamadingdong! Ok, this is a beta of my
level for the XiaoXiao TC. It's called a beta, since it's practically ready, in
spite of some bugs. The level is semi-long and semi-hard, meaning absolutely
nothing. Don't blast through it, but rather take a ride on the white side and
enjoy the scenery. This level is only for testing at this point, so you should
be a XiaoXiao team member or a relative friend, who i have or may exploit for
my own use.
By
reading this, you have gotten engaged in giving me feedback on the level you
are testing. Got you there! Yes! Ramalamadingdong! Ok, this is a beta of my
level for the XiaoXiao TC. It's called a beta, since it's practically ready, in
spite of some bugs. The level is semi-long and semi-hard, meaning absolutely
nothing. Don't blast through it, but rather take a ride on the white side and
enjoy the scenery. This level is only for testing at this point, so you should
be a XiaoXiao team member or a relative friend, who i have or may exploit for
my own use.
Play
the level two or three times through. On the first time don't concentrate on
catching bugs or trying stuff to find something gone wrong. Play it through and
enjoy. Preferably take time how much it took you to complete the level (I'm
interested in these matters). On the second time over, try catching bugs and
seeing if there's something I missed. I know there are some bugs that I may or
may not mention here, but it's a possibility that I've missed something major.
You can play the level a third time just for kicks or for my sakes. Frankly
darling, I don't give a damn.
Features:
-The
XiaoXiao main data, including:
-A player model
-Weapons
-A new HUD
-Changes or tweaks in various .txt
files
-The
things that I added, including:
-A new level
-Enemies
-Some sounds
-A new backwards dodge animation
(runs choppy)
-A new worldsphere
-A black crosshair
-A new main menu background
-A loading screen for my level
-Further changes to various .txt
files
Known issues: (potential
spoilers, read the second time around)
-Problems
with the level, in itself:
-The tumbleweed shown in the intro
should occur earlier than it does, when the camera is sweeping over the street. It works in both situations favorably. I
don't know why it does that and the
odd thing is, that sometimes it works and sometimes it doesn't.
-The gas tanks in the final big room
should emit a fire trail particle and they do, but it's hard to see. Maybe the white has
something to do with it.
-There is no sound when the garage
door closes, although there should be.
-Problems
with the rest:
-The weapons are a bit of a mess.
Well, you have beretta, dual beretta, desert eagle, ingram, dual ingram, a new pistol, a new revolver, a new uzi
with handle, then a load of melee
weapons, like two baseball bats disguised as a blade and a stick. There's also
a grenade disguised as a knife and
there is no kung fu (only a leadpipe, instead). The weapons are the first thing I think we need to get sorted.
-The characters still chop and bend
a bit oddly, but not alarmingly. It might look a bit odd in some situations.
Things done in
v.1.1:
-Lenght
is now spelled length in this readme (thanks to fraeon's full-ass perceptiveness).
-The
garage door didn't have character collision on, so now it's fixed.
-The
enemies on the second floor of the final big room now come out of the door
after the gas tanks blast through the door.
-For
people seeing the bump mapping alpha textures (the gray stuff on the walls).
Well, you won't see them anymore, since I changed all the alpha textures to
white.
-The
flashes of the player camera in the cinematics are now fixed.
-The
enemy doesn't fall off the truck in the outro.
-The
truck turns faster in the outro.
-The
guy in the final big room cinematic doesn't shoot at you during the cinematic.
-The
buttons don't chop when pushed in.
-I
added labels to the buttons, since some people didn't get the puzzle and tried
shooting the gas tanks for 10 minutes (*wink*JCDenton*wink*).
Things done in
v.1.2:
-The
wheels of the vehicles now spin.
-The
weapons are now pretty much sorted, yet perhaps temporarily.
-I
added some enemy dying sounds.
-The
whole scene in the intro about the player getting some weapons from the boot
has been cancelled.
I've
altered the .txt files just a bit to fit my needs, but the altered ones should
work as well as the old ones, so rip my .mpm apart to upgrade the XiaoXiao
datapack. For example, the enemies are pretty much sorted in the .mpm to last
for the rest of the mod, so feel free to use them. Please give me feedback at ilttu@hotmail.com
or say what you have to say in (virtual-)person. This, however, takes a lot of
balls. Comment especially on the aesthetics
or mood, the architecture, the length, the difficulty and the overall
feeling of the level. Also include, how this might fit in with a storyline
and if I should make another level to continue after this one. Remember, you're
obliged and willing to help a mod in need, so comment. Time it, rate it, love
it.
Menikmati
WOW!! playing max payne with stickman make me feel like playing sift heads thanks for the one who made this mod!!