Postby xander » Wed Mar 26, 2008 12:26 am
All in all, not a bad first mod. If I might offer a couple of suggestions:
1) Make building ID 20 dynamic. That is, move the building with ID 20 from the map file to the mission file. This is the script trigger that introduces your mod. If you make it dynamic, then it will only run once, when a player enters the level (and, subsequently, whenever they enter the level after reseting the level). Right now, it will run every time a player enters the level.
2) Remove the "ExitLocation" command from the script "hl_outtro.txt". The precedent of Darwinia is to allow players to leave a level when they feel like they are done, not when you tell them they are done. This is not a hard and fast rule, and I have violated it many times myself, but I always consider why I am violating the rule, and what it accomplishes in terms of my goals with regard to the mod. In this case, I was a little surprised when the camera was suddenly taken from me, and I was taken from the level.
3) In the intro, you might be a little more clear about where you are supposed to take the DGs. Certainly, the help script is explicit, and that might be enough, but I was not sure where I was supposed to get the DGs to finish the mission. Originally, I thought it might be the tree on the "north" side of the island, as trees are often associated with SafeAreas in Darwinia. On the other hand, this is a minor nit to pick, and can probably be left alone.
There are a few other little things, but none of them really matter (there are a couple of extraneous WaitCams in the scripts, the landscape is probably on a grid smaller than is strictly necessary, &c.). As I said above, not a bad place to start.
Also, just to tick martin off, 716. ;)
xander