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@Bloughsburgh
#14257 posted by NewHouse on 2016/12/05 05:28:38
Eager to see the final release~
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Cages
#14259 posted by
mjb on 2016/12/05 13:07:16
I didn't think about adding broken cages on the ground...that's a good idea! Yep some cages do not have flames or have other forms of lighting instead to produce some sort of asymmetry. The map is sizeable but it isn't of gargantuan size...today I hope to start adding game play to see just how long it takes to beat so far.
Looking forward to your beta Muk!
Thanks NewHouse and Shambler!
#14260 posted by
muk on 2016/12/10 03:18:46
http://i.imgur.com/zhOxLhn.png
Increasing the size of some rooms and repositioned the gold key after some feedback from skacky.
Ill make some more changes and get a beta in here in the next day or two.
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Lookg Good
#14261 posted by
mjb on 2016/12/10 03:21:12
Feeling some warmth from that lighting...mmm.
Looking forward to the release!
Looks good man, looking forward to playing :)
#14263 posted by
Mugwump on 2016/12/10 05:06:39
I can see some particles in there. You're making this map for AD?
#14264 posted by
muk on 2016/12/10 05:47:57
Yeah its for AD. Some custom breakables in there too. Ill likely use a custom key for a secret as well. Not too many AD monsters aside from crossbow and hogres.
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Yay, Breakables!
#14265 posted by
Mugwump on 2016/12/10 06:08:26
Looking forward to the beta.
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Nice Lighting.
#14266 posted by
Shambler on 2016/12/10 11:18:41
But would like rooms to be more complex designs.
#14267 posted by
muk on 2016/12/12 03:23:06
https://twitter.com/muk0r/status/807963099974238208?lang=en
Update to Gold Key Room...
I was told I needed "more verticality"...
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Verticality
#14268 posted by
killpixel on 2016/12/12 04:19:10
has almost become a trite buzzword. I'm not saying the suggestion is invalid, it just seems to be the go-to critique in any given level design forum.
cool looking map, btw.
#14269 posted by
metlslime on 2016/12/12 09:35:46
Needs more horizontality.
#14270 posted by
PRITCHARD on 2016/12/12 14:39:43
The trick is to pitch the level 45 degrees so that you cover the most of each axis. That way you have plenty of verticality and horizontality.
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Reminds Me Of An Idea I Once Had
#14274 posted by
killpixel on 2016/12/12 19:04:33
which is 1) probably terrible and 2) probably already been implemented at some point and proven to be terrible.
the idea: an fps with normal player movement with the addition of being able to rotate the entire level. can't get to a switch beyond your reach? rotate! trying to get to a hole in the ceiling? rotate! is that wall just a skoshe too high? rotate!
Sounds like a migraine inducing pukefest. I hate myself for even thinking of this.
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That's Actually A Superb Idea
#14275 posted by
Kinn on 2016/12/12 19:08:30
and you should get to making it before some numbnuts steals the idea and turns it into the next Portal and makes a ton of money.
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Fez 2: Canadian Bloobloobloo
#14278 posted by
Mugwump on 2016/12/12 19:19:15
I imagined the same thing for a game based on Escher's drawings. Hipnotic and AD do rotations. Would it be possible to rotate an entire map? That would probably be a mapping nightmare.
While not being rotation per se, Cube had the possibility of shifting gravitational direction so you could walk on walls and ceilings to a similar effect.
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#14275
#14279 posted by
Mugwump on 2016/12/12 19:23:13
Funny that you mentioned Portal because I remember playing a puzzle game (not first person, though) on the PS1, I think, where you had to escape a series of cubic rooms which you needed to rotate to reach the exit. The name eludes me.
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#14278
#14280 posted by
Kinn on 2016/12/12 19:49:25
Of course the best implementation would be to "fake" it by simply rotating gravity and camera orientation - the level would actually be (mostly) static - no need to make it literally rotate.
Dynamic entities in the level would need to react to the shifting gravity though - that's where all the work would go.
#14281 posted by
negke on 2016/12/12 20:02:28
1. Just replay Prey.
2. Not only vertical; it needs to rotate freely around all axes.