I don't know what the proper terms are, but "limit" boxes are very crude. You might not be allowed to step up onto a 6-inch rise. On the second map (I'm talking campaign), there is a log wall, with the sections angled about 15-degrees from one another. The left one has a firing slit. If you try to "lean" towards the right one so you can fire out the slit more to the left, you are blocked. So, the right side of the limit box is at 90-degrees rather than 15. Also--and I don't know how much it has to do with these "boxes"--the campaign uses too much "routing." You either follow the narrow path forced on you, or you can't move. Throw in the AI "crowding" (you know, you're the center of a bee-hive of AI, spawning behind you and preventing you from withdrawing--I've eaten many of my own grenades because of that), and it's like trying to fight with concret shoes along side the Keystone Cops. Since most objects are not interactive, a lose hankerchief would require you to go around it.
This was all common stuff ten years ago, when hardware resources needed all the help they could get though lifeless objects and very simple, spot-triggered AI.
But now, these characteristics are outdated and suggest a weak development effort.
Let's face it: unless you're prepared to burn several years in development, tying up half the industry's talent pool, a good game probably will not result.
This was all common stuff ten years ago, when hardware resources needed all the help they could get though lifeless objects and very simple, spot-triggered AI.
But now, these characteristics are outdated and suggest a weak development effort.
Let's face it: unless you're prepared to burn several years in development, tying up half the industry's talent pool, a good game probably will not result.