Wellp, I must say I'm still surprised, but I can't go against
that many negative comments about the light bridges.
I think you'll really miss them gameplay-wise, but I'll remove them.
Other changes from last night's big playtest:
:o: The Gauss gun will be more easily accessible in the main chamber. As Dimbark put it, it doesn't make sense to use the Gauss as a method for reaching the higher areas when you've already had to get to a higher area to pick it up. A further Gauss gun will be added in the back halls somewhere.
:o: The rotating gears will be set to spin in alternate directions and slightly slower. They were initially only intended as a trap to hinder access to the RPG, but they actually ended up being a really fun way to get to the higher level of that room last night. More loot than just the RPG will be added to tempt players through the gears.
:o: A couple of areas will be clipped to avoid potential sticking issues in corners due to wall detailing.
:o: The secret room will be removed.
:o: Snark Cave will be added, assuming it doesn't bring the Allocblock: full error back (though getting rid of the animated light bridge texture will probably deal with that)
:o: Minor lighting changes in areas mentioned in comments.
:o: More weapon drops will be added to the machine room to account for its multiple spawn points, and ensuing boring pistol fights.
:o: Rushed machine room will receive a detail pass and hopefully the lighting errors in there will also be resolved.
Anything else? Thanks so much for playing last night, that was really fun!