Talk:Battle of the Brains
I just finished editing this page to match the "MODinfobox" format... I'm gonna' try to add all of the new pages and links when it is released, but if someone else wants to help and get some of it done...
Adding Creature Pages for BOTB
I'm going to SET UP the pages for the two currently revealed BOTB creatures. I'll put in what information we have, and I'll also try to make all of the level pages once the game is released, as i said above. GARGapplesauce 00:40, 3 October 2010 (GMT)
There is also that lightbulb creature, no ideas on name--Eros 19:05, 4 October 2010 (GMT)
The lightbulb IS NOT deadly (shown in 1:37 of video), so it may be ampton replacement.--Eros 21:06, 5 October 2010 (GMT)
Hazards
in the demo footage, there are those electric bone-shaped things. i believe those are fire helix replacements. I know they are hazards (sort of), otherwise, celick would've crossed through them. --Eros 19:05, 4 October 2010 (GMT)
Noted, yes, but as i don't have any clear or editable footage, i can't get a clear screenshot and thus no clear sprite... I'll do my best to get all of them as soon as i can get a download of the game and take screenshots... same with the lightbulb things.... GARGapplesauce 23:57, 4 October 2010 (GMT)
Point items
Might as well get a chart done...
tricolor popsicle: 100 points
jello plate: 5000 points
soda 200 points
(assumed:)Popsicle: 500 points
candy stick 1000 points
corn dog 2000 points
vitalin bubble: 1/100.
there appear to be 2 types of popsicles, may or may not be the same type
more on that later.--Eros 21:06, 5 October 2010 (GMT)
Right... I'll work on that, and see if I can't get that done, and also- I don't know if the bubble is a VITALIN bubble, as the animation with the "V" seen in the demo video may have just not been changed yet...
GARGapplesauce 20:41, 6 October 2010 (GMT)
Uhhh, cheats?
I seem like a total wuss by asking, but how do you activate the cheat keys (e.g. F10-G) in BotB??? A-2-Enter doesen't work...*nervous giggle*-Xterra1 23:51, 20 November 2011 (GMT)
- Cheats were removed from the original release completely. However, with the beta versions of release two, and ultimately in release two itself, they will be enabled. You can snag the latest beta here on the PCKF. Ceilick 00:56, 21 November 2011 (GMT)
- As a nonprofit game designer, it hurts to know that all the months of level design put into a project at the sacrifice of our personal lives will be missed and dismissed by players who can get around, skip, or otherwise rush through them with cheats. Given the increasingly flaky responses by the Keen community to projects, removing cheats was done in an attempt to encourage taking our work more seriously and encourage player response on the forum. Ceilick 02:41, 22 November 2011 (GMT)
- I'm not sure that disabling the cheats will help with that - in fact I think it would have the opposite effect. I have played a number of mods that are extremely difficult, and I quickly reach a point where I am prevented from going any further (due entirely to my lack of skill.) Normally I could use the cheats to get around the difficult part and keep going to explore the rest of the mod, but when the cheats are disabled I can't do that and I'm forced to give up and quit. Then of course your months of hard work go entirely unseen, which to me seems worse than someone at least seeing everything, even if it is in fast-forward. Once or twice I've gone editing the patch file to put the cheats back in, but most of the time I've just assumed the rest of the game is also beyond my skill and given up. So I think disabling the cheats is only going to exclude some people from being able to enjoy a mod. -- Malvineous 07:38, 22 November 2011 (GMT)
- In general, I agree, and only went with this plan since the series as a whole had established a degree rapport with the audience as being beatable without cheats and featuring challenges comparative to the original games. Additionally, being the end of the series and featuring a steady stream of new content as the player progresses, I felt we had provided incentive for players to keep trying if they were having trouble. That said, and having already released the mod under that scheme, I don't feel the results were any different than they would have been had cheats been enabled. It's not something I would do again. Ceilick 08:38, 22 November 2011 (GMT)
- I agree with you two. With brief playthroughs of this mod series, the games feel like genuine ID games. Disabling the cheats is a bit of a hair-brained move (no offense) because, well, players with little skill (like myself) can't explore around, and as a consequence, they become disillusioned with playing. IMO, cheats add a whole lot to replay value. Take Burning Monkey Solitaire, for example. That game has, again, IMO, the moxt expansive amount of ways to cheat, and that allows you to win a solitare game without endless undo's, redo's, and "WHAT DID I DO WRONG?!" moments. Maybe one beats a rather hard game with cheats, than tries again with no cheats and gets it. Pardon me for the odd example, but it explains my point. As Malv said, "disabling the cheats is only going to exclude some people from being able to enjoy a mod." Celick, I thank you and the team for re-enabling the cheats in BotB. And, on an unrelated note, this episode has one of the most dramatic conclusions to a Keen game ever, if not the most dramatic. It's a fitting end to such a series.-Xterra1 04:09, 24 November 2011 (GMT)
- If you are exploring a new galaxy mod and your skill level is under average or you are rusty because you have not played Keen in awhile, that is what easy mode is for! If you have beaten Keens 4-8, AAMBA, Keen Asylum, Rapid Pack, etc. on easy or harder, then BOTB on easy should not be too difficult. Once you have explored the mod through easy, then you can do a serious playthrough on normal or hard. Syllypryde 20:24, 28 November 2011 (GMT)