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- outside the ship, they will only advance once i am basically at a new checkpoint;
- both inside and outside the ship they will shoot only occasionally, while also preferring to get close to the enemies in order to melee them.
This must have taken you a lot of time but it is worth it! Genius idea to use ODST for this :)
(One minor note: the stational turrets are a bit off to the right of the crosshair. Not too dramatic- you can still see clearly where the shots land.)
Can´t wait for more levels to come out! If there is any way to support you I would love to contribute :)
1. The dialogue when you're on the ground doesn't always seem to play at the right times. The Marine commented about the cruiser both times a cruiser arrived, which was very noticeable. Also, Cortana said her line about being directly under the ship before I entered the "alley" to even get to that section.
2. When you rescue Keys his mouth tends to occasionally not move. I think his arms were a bit broken at times as well, though that wasn't as bad.
3. In the same cutscene, the blur effect noticeably covers the control panel and part of the environment.
4. Keys and the Marines can be a bit quirky when it comes to them following you
I hope these help you make it even better. Also, if there's a beta test available I'd be happy to help test.
-At the beginning, enemies immediately notice you even if crouching. I have to peak until a tiny bit of them is visible and shoot or else my cover is blown.
-Foehammer brings in normal marines to reinforce, instead of more troopers.
-Troopers are all replaced by normal marines as soon as you go inside T&R.
-Hunters replaced by two jackals when the large doors open (post-camo-elites) is underwhelming.
-Allies take far too long to dodge out of the way from grenades, and they sometimes will not shout when throwing their own, leading to more than one death by marine for me.
Besides the above issues, I enjoyed this revamped mission a lot, and I look forward to your continued work on it.