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(1 edit)

- That solution sounds great (using the mamut's cannonball's).

- Will we ever see the NE Elephant again :) ? I know the mamut takes his place, but he wouldn't look out of place in this episode.

- Have you considered using the Xbox pack (https://steamcommunity.com/sharedfiles/filedetails/?id=258758768)? It has higher-resolution, official models for the Sirians and the Cucurbito, which most people haven't seen, but would look really good in your mod, as they match the HD look of all your other enemies.

- Ah, fair enough. The NE Biomech would look cool, but only if you feel its doable. Honestly, I think AI should be used for his textures, because the official games don't ship with his HD textures:
HD textures: 1 and 2 

Default textures.

For his attack animation, I don't know much, but wouldn't it be ideal to just have him shoot (lasers/missiles/cannonballs/etc) without animating? His turrets/cannons don't seem to need movement.

- The Death noise of the Butcher Apes gets a bit repetitive when heard over and over, for example in the big arena (Photo 7 in this page). Could they be muted after 2 or 3 are defeated within the same minute? Or a different noise be used after that?

- That big arena is really cool, but I noticed that the enemies come out really slowly, and only in batches of their own (Apes, Harpies, etc). It might work best if they come out in mixes, and with a bit more speed. Then again, I played in Tourist.

- For the second level, I did not find the object in the area where there are columns that you use to jump before they crush you. 

- In the 4th? level, the part that starts with a tunnel, where there are many huge boulders that can kill you by touching you. That part feels a bit unfair. I've even seen an enemy die just by touching one of the boulders in motion (this is an issue from the original SE Sam)

- The Minigun is fun, but it sometimes feels that the Machinegun is better. The Minig takes a bit too long to wind-up, and the effect/damage doesn't feel as useful in exchange.


- For the Ghostbuster Beam Gun, have you considered adding a secondary fire mode?

I've always thought of having a secondary fire where either:
    - The beam is stronger and more expensive, but pushes enemies back.

   - Or, the beam isn't as long as Primary fire, but instead its closer and wider, like a spray or arc, similar to the Flamethrower.


- For the Mine Layer gun, I think the original wasn't a very good weapon, because of its short firing distance, so it could benefit a lot from your updates :)

I have been thinking of a possible suggested solution:

- What if the left click button allows you to shoot a mine (exact same mechanic as the grenade launcher) which sticks to enemies or surfaces (whichever it touches first). The right click button begins a priming countdown of 2-3 seconds, after which the mines explode.

- Or, what if holding the left mouse button makes the gun load up to 3 mines, which it then shoots (same range as the grenade launcher). The mines stick to enemies or surfaces. The gun cannot be switched for another (nor can the right button be clicked) until it reloads, which takes 2-3 seconds. This balances the weapon against the other launchers.

Thought about the NE elephant, but without a melee attack, it's just a downgraded mamut.

I'm not a big fan of the Xbox look of the enemies.

The NE biomech is totally doable, but I just don't think the amount of work for it is worth it. And they'd need their proper attack animations. Without that it doesn't feel right. That honestly is the easy part.

I guess the monkeys could use some sound variations?

Definitely the tourist difficulty. On normal they get pretty intense. Although, those first two arenas are designed to be warmup to the upcoming arenas.

Ah, I had a hunch that it was that part. When you get through to the end and you are in the room where an arachnoid opens the door, don't go through just yet. There is another door straight ahead.

Yeah, boulder physics are a bit buggy in Sam. I remember giving them lower damage, but I don't remember what the issue was. Maybe the damage that lets the player survive, is too low to kill the enemies? But I figured it's not difficult to avoid them.

Depending on how you run the game, some guns might become faster than intended. I think it's Dreamy Cecil's patch, that introduces a fix to these guns, preventing them from slowing down after about an hour. But my mod fixes that too, so it adds up and makes the way too fast. This applies to not just the tommygun, but also the ionised plasmagun, plasma thrower, flame thrower and the laser.

I have considered adding a secondary fire to the ghost buster. My idea was the big ball of the Sirian powergun from NE. In my version, you could hold it down to give it more power, but ammo would drain while doing so. I think the issue was about animation and feeling it to be unnecessary with all the explosives around.

Balancing the mine layer was already kinda tricky. My idea was to make it more like the sticky bomb launcher in Team Fortress 2, but Sam physics just don't work like that. And honestly, having a delay is one thing that made it so useless in Revolution. I don't really want to touch it right now, because it is currently in a usable state.