Thorgrimm wrote:
Req what problems did you have with Awaken? The only thing I had problems with was the weight of the items in the mod. FAR too heavy for what the items were supposed to be.
Cheers, Thor
Everything, worse mod I've played except for the ROE demo.
Too big, over 50% of the maps were ripped from the main game, not that I have anything against ripping from the main game. If you've got 75% done and need a few filler maps, that's one thing but most of the main areas in Awaken are reused maps while the few original maps are mainly used for fillers. That'd be okay if you were modding the default campaign, but for an original work, well doesn't sit right with me.
The download had too much in it, a lot of the gui, sound, and other changes could of been released seperately as an optional mod. I found the rpg cursors etc annoying, they weren't designed for FOT and I would of prefered not to waste my download allowance on them. Same goes for the movies, and world map. The cam file is mainly determined by the dimensions of the image used, if they had used a smaller map they could of saved 10-15 megs at least. If instead of ripping the intro movie and endsequences from the rpgs they had edited them into smaller slideshows they could of reduced the filesize considerably. Basically there's about 120meg of bumpf that could of been left out and it would of still been playable. I wasn't able to download it for ages until I got broadband, it really pissed me off to see how much it could of been pruned by.
The design was poorly implemented, as well as some errors in triggers and entities that crash the game in places, having the first area you are sent to so tough makes it hard to roleplay, and roleplaying was what they said they were trying to do. You end up power gaming just to be able to visit the first 'area' of your quest. The NPCs were poorly done, I don't think all npcs/recruits should be brilliant at what they do, but to have two melee/unarmed characters (the tribal and the dog) who can't wear armour meant you were carrying two pieces of deadwood around.
The weapon weights were stupid, you could still strip virtually all the maps of all the stuff available. Selling it all was a different matter, I ended up trading miniguns for stimpaks etc because there wasn't anything worth buying or anyone to make change. A lot more elegant way of handicapping players would be to change the carry weights of the armours, given the extra damage of the weapons it would balance things out as you wouldn't last long without armour.
And for all it's size there's only a couple of hours of gameplay, some of the couple of meg standalone missions have lasted longer.
Thorgrimm wrote:
BOS, lack of direction is called non-linearity.
Something Fallout was famous for.
Cheers, Thor
Fallout was non-linear, Awaken is directionless, big difference.
Awaken isn'y really all that non-linear, sure you can wander around and discover areas, but most of them require you to be a certain level, or have so and so skill maxed out. So you end up doing the easy areas first and that's not really all that different to FOT's giving you the choice of Macomb or Preoria. Unlike Fallout were you could stumble upon the Military base or Cathedral and complete the game quickly as they do in the speed runs.