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I almost didn't post this cuz of that aspect, few things can kill a campaign more than a bad boss encounter.
Would you say the attacks themselves should be re-worked or would visual indicators be good enough? I could add a light model to the starting point of each attack that would turn on just before the attack happens.
About the backtracking aspect, do you remember any spots that stood out? Was the route back to the elevator after the boss fight one of these spots? A few people have mentioned the path back to the elevator isn't clear enough.
You pretty much hit the nail on the head with the details, as much as I'd like to refute that I just can't. Certain things were left semi finished when I stopped working on this and I just overlooked them entirely when I decided to post this. I'm glad you mentioned how bland the hall ways look, I was waiting for that to get pointed out before addressing it.
Gonna use this as a bit of an outline for the changes. Honestly I have so many builds going on right now that I pretty much have no time to do runs of this campaign to see what needs to be changed so you posting this is beyond helpful. Thank you.
Also, the backtracking to the elevator was fine and made sense. It's been a few days but I'm pretty sure the backtrack that messed me up was the one before heading to the moon... map 4 I think? Instructor hints for backtracks would probably be the quickest solution.
Happy hunting!