lostmydollar wrote:thetoppestkek wrote:In my opinion, not really. TTS sounds way too robotic to fit into a map like this. The thing with TTS is that it's very easy to use and manipulate, but doesn't convey emotion and sounds unnatural, unlike a normal voice. A normal voice conveys emotion successfully and sounds well.. uh, natural.
some voices sound too robotic, some don't. "uk english female" sounds fine imo. i don't think players prefer reading over listening
I'll see what I can do about that. I've also noticed that TTS slows a bit down before starting up for some reason, which is why I'm holding a neutral stance towards the usage of it (other than the reasons stated above).
(By the way none of the APSI or CS soldiers are females for me to assign the UK English Female TTS voice to, and some other voices don't even function (I still want a damn Russian Male TTS voice model))
ChaoSquid wrote:There's no way in hell these are your first maps. They're damn GOOD. The only complaint I have is the architecture is pretty simple, and there seems to be a lack of cover when there's a lot of enemies, but there's quite a bit of strategy with target prioritization, and it is JUICY. The combo of a pistol, assault rifle and a lite railgun feels great, too, and crates as cover are pretty fun. Unlike what I did, you also made the medics not just a meatshield, which I should probably fix somehow.
Five stars.
Thank you for the support. In my opinion, I thought a pistol, assault rifle and light railgun would fit a light-assault type of unit like the CS-Lite, which is why I went for that loadout. I'll explain my thought process on lack of cover right below:
-Lack of cover forces the player to retreat and fortify in a different position instead of charging in, guns blazing
-The former forces the player to take out enemies with care if they do not want to be overwhelmed because of the lack of cover and danger of stray fire
-Enemy strength in numbers, forcing the player to fall back if they do not want to get overwhelmed if rushing in guns blazing
-Since enemy strength is in numbers, the player is forced to nullify them by garrisoning in tight corners and spots
To sum up, this method forces most players to be cautious and more tactical (which is my goal) while approaching enemy squads, or later on, larger bodies of enemy units as well as utilizing the terrain in the previous zone to their advantage.
Crates as cover are just meant to show how messy most militaristic organizations are with their supplies
"Why do we have so many boxes in here, anyways?", but they do make pretty fun cover sometimes. And they can move too!
The APSI architecture is monotonous and bland in design to show that these guys mean business. They do not go for some goofy red
*COUGH* falkoks *COUGH* or yellow
*COUGH* phoenix (ugly) falkoks *COUGH* unlike some other factions and instead use the most serious and bland colour I could find.
Meatshield medics or meatshield units in general are never fun! You should really fix that.Anyways Chapter 4 is at the brink of exiting WIP state, I just need to resolve an elevator issue (tomorrow)