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Difference between revisions of "Talk:Rrajigar Mine"
From Liandri Archives
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I agree that separating xlator messages needs to be re-thought. It worked in Vortex Rikers, but in Rrajigar Mine most of the xlator messages are much more like instructions telling the player (indirectly) where to go next, and don't really work outside their context within the flow of the level. If you look at the walkthroughs on UnrealSP, you'll see that the xlator messages are included within the main text. Let me know what you decide: I'm happy to keep doing these pages as long as you don't mind progress being a bit slow (unlikely to be more than two or three a week) --[[User:Hellscrag|Hellscrag]] 18:04, 23 July 2007 (EDT) | I agree that separating xlator messages needs to be re-thought. It worked in Vortex Rikers, but in Rrajigar Mine most of the xlator messages are much more like instructions telling the player (indirectly) where to go next, and don't really work outside their context within the flow of the level. If you look at the walkthroughs on UnrealSP, you'll see that the xlator messages are included within the main text. Let me know what you decide: I'm happy to keep doing these pages as long as you don't mind progress being a bit slow (unlikely to be more than two or three a week) --[[User:Hellscrag|Hellscrag]] 18:04, 23 July 2007 (EDT) | ||
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+ | I would say continue on with them, no reason not to. It might be pragmatic to number references to the translocator messages since they are at particular points in the walkthrough. Such as including [1] somewhere and at the bottom next to the first translocator message putting [1] - (message). I think we should try to do that for the time being until we can figure out a better way to do it. --[[User:Sir Brizz|Sir Brizz]] 18:07, 23 July 2007 (EDT) | ||
Great job! I am concerned about these walkthrough pages for Unreal the way that the Translator messages are separated like they are. I know it was my idea to begin with, but we should probably explore some method of footnoting them in the actual walkthrough so people know where they actually came from... --[[User:Sir Brizz|Sir Brizz]] 15:38, 23 July 2007 (EDT) | Great job! I am concerned about these walkthrough pages for Unreal the way that the Translator messages are separated like they are. I know it was my idea to begin with, but we should probably explore some method of footnoting them in the actual walkthrough so people know where they actually came from... --[[User:Sir Brizz|Sir Brizz]] 15:38, 23 July 2007 (EDT) | ||
The first two levels also need to be updated now. --[[User:UBerserker|UBerserker]] | The first two levels also need to be updated now. --[[User:UBerserker|UBerserker]] |
Revision as of 16:07, 23 July 2007
I agree that separating xlator messages needs to be re-thought. It worked in Vortex Rikers, but in Rrajigar Mine most of the xlator messages are much more like instructions telling the player (indirectly) where to go next, and don't really work outside their context within the flow of the level. If you look at the walkthroughs on UnrealSP, you'll see that the xlator messages are included within the main text. Let me know what you decide: I'm happy to keep doing these pages as long as you don't mind progress being a bit slow (unlikely to be more than two or three a week) --Hellscrag 18:04, 23 July 2007 (EDT)
I would say continue on with them, no reason not to. It might be pragmatic to number references to the translocator messages since they are at particular points in the walkthrough. Such as including [1] somewhere and at the bottom next to the first translocator message putting [1] - (message). I think we should try to do that for the time being until we can figure out a better way to do it. --Sir Brizz 18:07, 23 July 2007 (EDT)
Great job! I am concerned about these walkthrough pages for Unreal the way that the Translator messages are separated like they are. I know it was my idea to begin with, but we should probably explore some method of footnoting them in the actual walkthrough so people know where they actually came from... --Sir Brizz 15:38, 23 July 2007 (EDT)
The first two levels also need to be updated now. --UBerserker