# Idea:

* Maybe use Quell's theme in the "spooky" parts?

# Review

## Legend:

[x] - Read and implemented or not implemented.
[?] - Unsure about feedback.
[ ] - Nothing done yet.

## Review at 04.01.2024.

okay so, my thoughts are basically:
[x] 1: You should learn how to use locator entity because:
 ~ Look at "Addendum 1".

[x] 2: This level is too good to have dumb mfs
 ~ Many new tactic entities and correct and optimised (in every sense) navigation mesh is now made.

[?] 3: This level is fun and has good ideas. The execution isn't always on point but that's expected
 ~ what isn't executed correctly?

[x] 4: I don't remember the monkeys being so bad at being monkeys. They worked better in CT levels so idk why your having issues. Maybe the hiding spots are too low down.
 ~ Monkeys removed.

[x] 5: too much blur underwater.
 ~ Lowered blur and made lighting more dark underwater.

[x] 6: the first two big biomechs are overwhelming and is what will weed out people who aren't exactly good at combat. The idea is sound but you need to communicate it to player by making it more obvious somehow. Because it looks like you with a pistol against two big biomechs, not semi-stealth.
 ~ Changed the entire fight.

[x] 7: the gnaar sequence was great. Close door behind player and allow it to be opened again when the 2 buttons are pressed.
 ~ Closing door behind is something entirely avoided.

[x] 8: I ran out of ammo before the giant room with the mouth downstairs.
 ~ Demo release, there isn't enough ammunition. Added more.

[x] 9: I was out of rockets for too long. The rockets supply wasn't supplied enough
 ~ Many more rockets placed (secret or otherwise).

[x] 10: I never found cannon room
 ~ Cannon is now dropped when Technopolip is destroyed.

[x] 11: The atmosphere is nice, the music choice is good. But it's gets repetitive after awhile. Is real fight music gonna happen? And have you considered scripting music to be played at specific times?
 ~ One track is going to be on repeat.

[x] Addednum 1: correction for number 7: the gnaar being squished sequence (not to be confused with gnaar party)
in general I love your level design :V
try to be more smart with the AIcheck: Content\SeriousSam3\Levels\01_BFE\06_Pyramids\Scripts\A_Main_Chronology.lua
for examples on not having dumb AI :v (the sleeping arachnoid logic has useful things in it that can be combined with the locator entity to make decent AI behavior for this level)
 ~ I don't think locator entity is useful in any situation.
