
First Room
#12373 posted by
DaZ on 2015/05/23 12:50:50
is the hardest :) Keep going!

More Like
#12375 posted by
starbuck on 2015/05/23 15:51:02
boner rises over foggy bogbottom

Looks Okay I Guess
#12378 posted by
Drew on 2015/05/24 04:36:59
slightly better than dogman's shot.

I Cleaned Up The Room A Bit
#12379 posted by anonymous user on 2015/05/27 19:59:13
Still simple. Didn't want to leave that first one without an update :D
http://i.imgur.com/0tW0Dhm.jpg?1
Do people screenshot qw maps here?

The Usual Genius...
#12380 posted by
Shambler on 2015/05/31 22:52:07
https://www.youtube.com/watch?v=entq9ZReftE&feature=youtu.be
Some really cool stuff especially later on, I do think some breakables need a higher HP though.
#12381 posted by
JneeraZ on 2015/06/01 00:54:23
Marvelous! :)
Also, not gonna lie, those candles on the floor as light sources made me tingly.
So, so good. All of it. Great stuff...

Perfect!
#12382 posted by
generic on 2015/06/01 02:58:19
I loved the atmosphere in that clip :D
#12383 posted by
necros on 2015/06/01 03:58:25
oh cool, i love that monsters can brake brushes on their own, especially that melee attacks can do it. awesome.
#12385 posted by
qwater on 2015/06/01 12:37:53
@shambler what is so genious about it? I mean, breakables already been made in hexen.
yeah, it looks cool and, as it was noted by necros, I like that monsters can destroy those specific brushes on their own.
But I wouldn't call it genious anyhow.
#12386 posted by
- on 2015/06/01 14:07:10
But I wouldn't call it genious anyhow.
Don't worry, you won't ever have to worry about anyone mistaking you for a genius.

It's Not So Much Breakables
#12387 posted by
nitin on 2015/06/01 14:25:51
but how the video shows that feature has been implemented, both from an AI sense and a mapping sense!
#12388 posted by
JneeraZ on 2015/06/01 15:43:42
My one complaint is that it sometimes lack a little clarity in the visual language -- i.e. these brown bricks are breakable, those ones aren't -- but I'm sure sock will sort that out before release.
#12389 posted by
JneeraZ on 2015/06/01 15:44:35
Yeah, and the way the AI interacts with it is cool. Makes it feel like a native feature rather than an add-on. Them pathing to a boarded over window and busting through looks great!

Agreed!
#12390 posted by
DaZ on 2015/06/01 15:52:59
Needs some slightly different shade of brown for the breakable rocks perhaps. Or make the cracks more evident.
I know I'll miss it otherwise :D

50 Shades Of Brown To Make The Crack More Evident
#12391 posted by
Spirit on 2015/06/01 16:30:05
so Daz won't miss it.

Its
All design language that needs to be done by the mapper. Honestly its well done ingame :)
can the breakables be made weapon specific... axe for wood, grenades and rockets for bricks, everything for glass?
#12394 posted by
[Kona] on 2015/06/02 14:08:36
if we're talking a modern game, it would have a giant arrow pointing at the breakable, then perhaps a qte such as spamming the space bar to break said breakable.

Well
That wouldn't be far removed from spamming LMB.
#12396 posted by
JneeraZ on 2015/06/02 15:32:29
I'm just talking about clarity of design. If some brown bricks break and others don't, that's going to turn a cool feature into something annoying.
And I don't pretend that sock doesn't know this ... I'm sure he does. :)

Escape From Your Cell
#12397 posted by
aDaya on 2015/06/18 14:33:27