Read Me
Read Me
Read Me & Reference · PDF
| Filename | Read_Me_9.pdf |
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| Subsection | Read Me |
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Crimson Kahnage – 2021!
Crimson Kahnage was first released on Christmas Eve, 2001. It was met with a warm
reception from the Mac community, and I received a number of encouraging comments
from several designers and Wolfenstein enthusiasts whose opinions I really valued.
Combined with positive comments from my testers, I was pleased with the release. This
original release, version 1.0, was never updated. Until now.
Along with the positive comments I received at the time, I did receive some comments
about the difficulty of version 1.0. The original release of this work was tough, particularly
later on, and the difficulty is at times uneven. There are points where the game asks a lot of
you, and penalises you heavily if you make even a single mistake. This is fun for certain
types of players, but this style of gameplay doesn't appeal to all. I think it's particularly
interesting that I never heard of anyone, save my testers, actually finishing the scenario. So
far as I know, the furthest anyone got with the official release was the penultimate level. It's
possible to read too much into a lack of response, but I have always taken this to maybe
indicate that the original release was a touch too difficult.
It is now 2021. To celebrate 20 years since the original release of this scenario, I have put
together a new version of it. I have gone through the scenario from top to bottom. Through
careful testing, I have made the scenario a little easier, and smoothed out the kinks in the
difficulty curve. I believe the scenario is now much fairer, and should be much more
approachable for most players. There are more supplies, slightly fewer enemies to fight,
and secrets are easier to find. The odd little bug and graphical glitch have also been fixed.
Overall, I think the experience is a lot more fun now.
In updating this scenario, I tried to make any alterations as small as I could. Level geometry
has been almost untouched, as has level flow. I have tried to keep the feel of all the levels
as close to the originals as possible, while making them fairer overall. The changes are small
enough that, if you're aware of the original, I hope you might not notice them at all, at least at
first! But perhaps later on, when you're wondering why the fights seem easier, you might
remember this little introduction!
The documentation that follows has also been updated in a similar fashion. The text has
been made easier on the eye, and a little easier to read, while maintaining as much of the
colour of the original as I am able. Level information should be more useful now, and the
story is written in a much better format. But the overall content remains, underneath, largely
unchanged.
It didn't seem fair to go through this scenario without adding some new content. So, hidden
away in this work are five secret levels for you to find. None of these levels have been
published before. They are mix of unpublished material from the early 2000s, and new
material I have written t…
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