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Message from Odaiba (Director of this mod)

July 4 2006 at 9:49 PM
 

 
Hello everyone,
I have not visited this site in years. I went on to other stuff but I did not realize this site and forum was still alive and active. Not only that, I see people still playing my(our) mod. WOW! What can I say? Thanks guys!

I may want to look into adding more content and do some revising. However, I am a bit rusty and do not want to break something that is already working. There are actually a few levels that did not make in the final cut. I might want to release them in the fall for the fans of this mod. Let me know! I can dig out the archives and see what I can find.

There are about a millon things that needed to update. One of them is the ending! Other things is getting voice-over for the charecters which would be sooo cool. Back in 2001, this was a issue due to size but not anymore. :D

Anyway, If I know there are fans interested, I might see what updates I can do (but no promises).
My email address is out-of-date as well.
New email: minami.senju@gmail.com
Drop me a line if you want!

Cheers,
John (Odaiba) Leonard
Although my new handle name is Senju.(grief!)

 
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AuthorReply
Anonymous

Re: Message from Odaiba (Director of this mod)

July 5 2006, 12:07 PM 

good idea, man. keep that new stuff coming!

and while you're at it, it would be nice if you could do something about the bugs that are still left after all this time.

 
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Nessus

Just wanted to say...

July 19 2006, 4:25 PM 

...that I can't imagine why I never came across RedSun 2020 until a couple of days ago. What I've seen so far (up to the Aqua Grill) has blown me away -- it so improves on the original; beautiful architecture and design in the levels, great gameplay, witty, grown-up and sassy dialogue, I could go on and on.

This should have been DX2 (though I haven't seen the real DX2, the critics didn't seem that impressed).

It would be worthwhile to see it given a final polish, and if there are more levels, bring `em on! Voiceovers would be great, but aren't really that essential. This game (`mod' doesn't do it justice) scores on the visuals. I've messed around with the DX SDK myself so I've a fair idea of the time and effort that went into this. Thanks for putting the work in and putting it out for download ;)

 
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Suggestions for revision

August 1 2006, 4:32 AM 

I think it would be a great idea for you to revise this mod. It was very well constructed and fun to play. However, if I may make a small (or large) suggestion, It would be to redo certain parts of the dialog. All the sexual references and "Silly talk" (I.E. The wizard of oz refernece in the first level)really don't add anything to the mod at all and I would enjoy the mod much more if some of the dialog was more "professional". Anyway, great mod and I wish you the best on it.

 
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Dude!

October 8 2006, 3:19 PM 

Hey Odaiba, I didn't know you were still alive! I hope you realize you're going to playtest TNM when we have a beta ready sometime around 2014.

If I were to only provide three suggestions for improving Redsun, these would be them:

1) No pitch-black maps please. I know it can be hard to justify lights in the sewers, but it's no fun to swim around frantically looking for the exit from a maze of pipes when your field of vision is limited to a small flickering patch of light in front of you.

2) Provide some maps. I know your mod strove to create a feeling of alienation and being lost, and you managed that very well! But a lot of the time I just got stuck and ended up kinda gaving up, which is a great shame. Have mercy on us poor bewildered fools and give us a datavault map of at least the largest and most confusing levels.

3) This is a bit more specific, and I'm not sure how much of a problem it really was, but several times throughout your mod, I had no idea what was going on. For example, when I triggered the alarms in the lobby of the building where the game starts and MJ12 personnel appeared from the floor, it took me quite a while to figure out what'd happened. Another example is the explosion when you exit that building. It's a great explosion, very well done, but the infolink message from Redsun comes a bit late. Up until that message, I had no idea if I had triggered that explosion or what. Maybe I'm just extraordinarily dimwitted, but then again: Have mercy on me and my diminutive brain and explain things more. Infolinks are great for that.

Along a similar vein, sometimes people would be jumped around in a map by the mission script, and because it happened instantaneously, it was sometimes confusing. Specifically, I remember that girl from one of the shops who was taken hostage in the first city map you get to after the TMG complex. That happened very fast and left me pretty confused for a while. To be honest though, I don't know how you could fix that. So maybe you shouldn't :P

Hm, that was quite a massive text of critique. In closing, I must stress that I was very impressed with Redsun 2020 and the level design and scripting frequently surpasses that of my own mod (to my occasional chagrin). Also, Hahn has been a great help with solving some of my own modding problems, so that further improves my opinion of your mod. Rock on : )

 
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Fan001

updates hoorah!

October 8 2006, 11:26 PM 

Yeah, the ending could use more options and more challenging. Besides that there are plenty of bugs but if the major ones are fixed then there shouldn't be too many problems with how smooth general gameplay is. There was one situation I was wondering around in a vent and somehow triggered an event far away on the map and it kinda screwed up the way the events were to occur in the game. Changes to the story besides at the ending would be ok though should probably be explored as an opitional side story without major changes to the overall outcome.

 
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Sean W

Loved RedSun 2020.

October 13 2006, 9:28 PM 

I played RedSun a couple of times, haven't played it in a year or more.

The only bug I ever remember, was the guy in the Aqua Grill who wanted you to wax some politician or something, then told you he'd give you your reward later, but when you came back to the district the "man from the Aqua Grill" seemed to forget all about it, as did Joseph ...

 
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detag6789

Re: Message from Odaiba (Director of this mod)

October 14 2006, 12:47 AM 

if you are going to remake this mod, please could you make it 'no items compatible'. I tried to beat it without any skills, items or augs but i could not as there is a place in the game where you must have multitools. I got as far as hibiya towers (that massive skyscraper thing) but could not finish the level as i couldn't hack the thingy to open the door to get into the elevator.
If you are going to remake this mod, could you please look into this.

 
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Re: Message from Odaiba (Director of this mod)

November 26 2006, 10:38 AM 

My only complaint was the pitch dark areas, but it has been mentioned. Other than that it was awesome and I would love to see the missing levels. Maybe you could work on the missing original deus ex levels too..lol

My only pet peeve was the computer near the pods that you had to have the login and password to power them up. It should have been available if it was hacked too. :o)

Sting

 
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Okaki

Yeah, I'm interested too

February 15 2009, 8:54 AM 

but I wouldn't be surprised if it never happens ;-) I don't think voiceovers are really necessary, new content is what makes it worthwhile for me.

I especially loved those dark areas, really spooky & quite challenging. You developers must have a thing with labyrinths, every level is one. In terms of athmosphere, this MOD is hard to beat.

 
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Sage

Re: Message from Odaiba (Director of this mod)

February 27 2007, 7:44 PM 

So, how is that looking today? Do you still think you'll end up releaseing new content?

Thanks a lot. I'm a huge fan.

 
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