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Modern TDM


pusianka

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That's the nub of the problem with equipment continuity. It means infinite equipment all the time, and every map would have to be designed around that. It would place huge constraints on mappers. Every outdoor wall in every map would have to be topped off with something that neither vines nor rope arrows will stick to, to stop the player getting out of the level geometry. No more decisions whether to use your last water arrows here or later, so every map would be limited to electric lights for the "front door" route, and every guard would need a gas mask.

That was one of my biggest complaints about T3. For all its faults, T4 actually managed it better, but still not ideally. And half the equipment I acquired in T3, I never even used, because I was saving it for some epic "rainy day" moment that never came. By comparison, some of the best moments I had in T1 and 2 came about because I blew my equipment early, and the level was more complex than I anticipated, and I had to get very creative in the latter half of the level.

Edited by Digi

"Fancy burricks are afraid of dogs, if they encounter each other the dog barks and the burricks poop." - Thief: Deadly Shadows Game Designer

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