by Higain » Tue Oct 10, 2023 11:35 pm
The original character creation and profession selection rooms.
#1
https://youtu.be/J-subybUkxk?si=Ea8UfTg_gdHsP5_a
#2
https://youtu.be/V1zihXXMky8?si=KqQmMZ_gwvoTYHBo
The dangerous PvP run from the grid terminal at MMD to get to Mort and visa versa - and other danger spots like 2HO.
Screenshots or videos of the original, grimy, gray, trashy, tacky Old Athens; not the Happy Fun Elf Tree Village we have now. Same with the original Tir layout, it was a nightmare to navigate.
Whompa atop the Tir general store.
Remember there was an amnesty and we could travel through what were normally "kill on sight" urban zones.
The original mission module rooms. Recall some of the old cave missions had toxic pools of water we were forced to ford (breaks conceal-sneaking and got me the white-screen-of-death many times in max-hard concealed missions). The old mission rooms had low ceilings and exploiters would use the door frames to get above the rooms and look for mission objectives (that's why we have missions with 5 meter ceilings now.) Some rooms were too small for robots to traverse and they would get perma-stuck on objects like tables. Players could jump behind couches in rooms and atop shelves and be 100% safe.
The original character creation and profession selection rooms.
#1 https://youtu.be/J-subybUkxk?si=Ea8UfTg_gdHsP5_a
#2 https://youtu.be/V1zihXXMky8?si=KqQmMZ_gwvoTYHBo
The dangerous PvP run from the grid terminal at MMD to get to Mort and visa versa - and other danger spots like 2HO.
Screenshots or videos of the original, grimy, gray, trashy, tacky Old Athens; not the Happy Fun Elf Tree Village we have now. Same with the original Tir layout, it was a nightmare to navigate.
Whompa atop the Tir general store.
Remember there was an amnesty and we could travel through what were normally "kill on sight" urban zones.
The original mission module rooms. Recall some of the old cave missions had toxic pools of water we were forced to ford (breaks conceal-sneaking and got me the white-screen-of-death many times in max-hard concealed missions). The old mission rooms had low ceilings and exploiters would use the door frames to get above the rooms and look for mission objectives (that's why we have missions with 5 meter ceilings now.) Some rooms were too small for robots to traverse and they would get perma-stuck on objects like tables. Players could jump behind couches in rooms and atop shelves and be 100% safe.