First, this is a solid FM. It's small, but very well thought out with lots of goodies (some that didn't even exist in the original game). It's layout is great, visuals are pleasing, and the design is top notch. There is a great use of space to create alternate paths with a feeling of largeness even in a smaller map. While the cons list is long, its still playable and worth the frustration.
Technical issues:
The first sleeping resident I found, I knocked out. He made the KO "oof" sound and fell down only to hop right back, run out of the room and sound the alarm.
Later in the mission I knocked out a guard. He made the "oof" sound and fell down. I picked him up and his body said, "unconsciousness body" but the mission ended saying I killed him. I tried a few times and this guy triggered as a kill even though it clearly wasn't. This wasn't a 1 hit point scenario, as he didn't die.
There were several issues where guards would freak out at weird and unexplainable things. It was apparent the scripting was complex and tried to make some interesting actions, but things don't seem to trigger properly.
The "impossible" difficult effectively requires you to ghost the mission (no blackjack, no kills) but the level doesn't really appear to be designed to accommodate this. While it is actually possible, it's an inflated accomplishment and takes the fun away IMHO, especially with the buggy AI.
No real ambiance in the sound department. (it's a very quiet map).
Highly recommend with some patience for the attempted complexity.
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star 7 / 10
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