>>16509366So, take it as you will.
But my point is, I wouldn't even be talking about it if John just managed to implement AI that could walk properly, you know? I really wanna have a talk with that motherfucker, so that I can ask him if the fiend insta-kill thingy was intended or not.
Also, it's funny how, as far as I know, all the difficulty setting in the game does is just place more enemies and stuff across the map, with some very minor level changes. You can really see how they wanted to do more but simply didn't have the time for.
E4M2, there's this little parkour segment, if you can call it that. When you play on easy, it's filled out with blocks so that you can simply walk over it instead of having to jump. If you play on a harder difficulty, that isn't there, so that you actually have to parkour. It just comes off as cute to me because of how insignificant it is. The only difference in level geometry between easy and NIGHTMARE mod is you having to jump over some sticks or not.
I imagine that they wanted to do a lot more in this manner, I can probably think of numerous levels where the path could've been adjusted to make it harder, which would've been cool. Running nightmare difficulty is already fun, so, that could've made it even better.
Sadly, they just didn't have the time for it. Much like how they intended there to be boss fights at the end of every episode, rather than only episode one. The vores at the end of E4 are actually supposed to be a boss fight, lol. Shub-Niggurath was probably also planned to be more than walking down a path and entering a door.
Either way, what we got is what we got. It's still alright.
Even if they couldn't implement more, at the very least nightmare difficulty compensates for it. You can still pretty easily get through the levels if you just know the path and strategy forward, but it's obviously more complicated than an easy run because of all the enemy placements. Which is cool.