I gotta say, nice job Neptune! No real complaints other than you could have moved some of your team up to the ship to make throwing grenades easier. Would have liked to see that shotgun in action as well. Next time maybe.
A couple suggestions for soldier names: Neil deGrasse Tyson & Carl Sagan. I like/liked both better than Bill Nye.
I had a phase in my UFO campaign with several scientist names (before I started doing subscriber's names), the reason Bill Nye is special is because he was made on episode 3 of that series and managed to make it all the way to the end, my longest living Xcom soldier ever
I may end up throwing a few non subscriber names in the mix though, it adds a bit of fun seeing folks like Picard & Mulder out facing off against aliens
Tried it both Firefox and Chrome. It looks fine in Firefox but in Chrome I'm getting the same issue with the footer. At least, not all the time and not just on this page. It seems to happen at random. I had it in the middle of the page when I went to Game Compilations at one time, then after re-navigating to the same page it showed up at the bottom as normal.
My personal suggestion is that you throw BB's TFTD Helmet pack so the soldiers in power armour will pose like those in TFTD - it looks pretty cool, but don't know how it works with the redux If there are more armours.
It's time for some more Xcom, and this time it's with OpenXcom. I'll be using a mod called UFO Redux which is built to be a sort of expansion to the original. I'm trying to avoid any spoilers so I'm pretty much going in blind, so I have a feeling lots of blood will be spilled.
I've made an intro video for the series here, just covering the basic setup and inviting recruits. I should have the first episode up here in a few days or so.
Mr Badger has already signed up to be the lucky one to step off the ramp first
Some of those appear to be unaltered UFO sprites, but look different due to the palette changes. The thing to the left of the cannon turret for example looks a bit like an electro flare. I'm quite glad many of these went through some refinements before the final release.
I would have recommended relying more on the tank for shooting through walls considering the amount of ammo it packs. Leaving it stranded near the entry area was a bit of a waste of a valuable asset. You could have cut down a bit on the aquanauts running about in all directions by using the tank to scout ahead to clear up all the dead end rooms, since it doesn't tire as easily. No loss in leaving it behind in any case, as you wouldn't be able to get it very far on the final level with the state of your gear at the end of this video.
Once again, I felt the sonic cannon guys should have their drills at the ready. There were a few Lobstermen you bumped into that could have been quickly and efficiently dealt with.
I considered blasting my way through with the tank, but I remember you saying that it wouldn't be of any use for part 3 so I didn't really bother with it. Looking back on it I really should have used it to clear away the walls rather than using up my sonic cannon rounds (or DPL's would've work better too as Zombie suggested).
There was a few times where a drill would've been a wiser choice as well, I guess I just wasn't used to using them enough to remember to whip them out more often. They're such a powerful weapon, I wonder if someone could play through a full tftd game using just drills and no other weapons (after they get researched of course).