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the climb was a p nice challenge though
luckily i was able to see the dialogue i missed while messing around in the editor and got the epilogue by cheating a little
overall p neat mod
However, at the top of the tower the floor doesn't spawn
Therefore the mod as a whole is unfortunately unbeatable
I really appreciate you going to all that work. It's fantastic to see ppl still enjoying this mod 4 years later!
More info here: https://imgur.com/a/LiA50fV
If you go into the game settings and set the game speed to the lowest, you'll be able to climb in slow-motion which makes this a billion times easier lmfao
Playthrough of the Tower starts at around 54:00 ish
Instead of fighting however, go into editor mode and travel to a far corner of the map. You'll know which corner it is because there is a building made out of cubes there, tucked into the mountain. Go into that building and you should see a bulldog very very slowly inching towards a red cube, over that cube is a kill hotspot, and when the bulldog hits it he dies. (Back then I didn't have better ways of creating a timer, so that's the best I could come up with).
If the bulldog isn't moving at all, there's a problem, and if he hits the hotspot and doesn't die that's a problem. If both of these things are working, then the fight should end when that bulldog dies.
"Dr.Breen again? i thought i had seen the last of him in city 14."
Your answers to these were always "keep pushing, you are almost there". Since you are a good designer, you know these are possible, the solution is only to keep playing.
Out of all the mods, this was the one I had the most fun with. I was enchanted.
Congratulations, if there ever was an Overgrowth 2 I need you in the board of directors, you really have a grasp on what is fun design.
Thank You
I'm seeing a lot of complains in this thread about how hard it was, either because it was not telegraphed enough or because there were scenarios that they have never seen before (climbing on ice)
I would wave these off, since there is a level of challenge beyond the Overgrowth story
You bothered to put kill planes and checkpoints to indicate the player where not to go or making the return to the checkpoint quicker to analyze the platforming options. This gives the chance of more trial and error, but not dragging enough to be luck based, but skill based since at one point your options reduce to a point where the player goes "Ah so close", marking that it is on the right track, now it only has to worry about execution.
Or the chimney wall jumps, its a camera issue, just hold the camera at different diagonal angles and its piece of cake and ever so satisfying.