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!