Posted by Captain P on Wed Aug 3rd 2005 at 4:37pm
Thanks for the replies, I'm back from vacation now so I'm productive again...
I've worked out some of the other area's while I was on vacation (a boat trip on the Main and the Rhine, on a ship owned by some friends of us. A transport vessel, yes). Expect shots of a rotated train-station soon.
The twisted area's won't have a different gravity for the players, I think it's more surreal to have people running on walls and ceilings. Plus it's less investigating into physics and forces and such (if different gravity directions are even possible)...
The transport belts will function like expected, or something like that. That means there's no box sliding off but a box moving on, along the curve, and onwards.
I also hope to finish a beta version this, or next, week, so I can do some playtests before finishing the map for the compo.
Thanks for the replies, I'm back from vacation now so I'm productive again...
I've worked out some of the other area's while I was on vacation (a boat trip on the Main and the Rhine, on a ship owned by some friends of us. A transport vessel, yes). Expect shots of a rotated train-station soon.
The twisted area's won't have a different gravity for the players, I think it's more surreal to have people running on walls and ceilings. Plus it's less investigating into physics and forces and such (if different gravity directions are even possible)...
The transport belts will function like expected, or something like that. That means there's no box sliding off but a box moving on, along the curve, and onwards.
I also hope to finish a beta version this, or next, week, so I can do some playtests before finishing the map for the compo.
Posted by ReNo on Sun Jul 24th 2005 at 4:27pm
Walls could use breaking up, particularly in the first shot. Having the same brick texture all the way up, particularly one so small, really makes it too repetitive. As you said its early days with the detail and whatnot, but it looks like an interesting start
Posted by BlisTer on Sun Jul 24th 2005 at 11:26am
i like the verticalism in the first shot, will make for good gameplay imo. nice architecture in the 3rd shot, and the transport belt turning vertical is idd a nice twist
Posted by Dark_Kilauea on Sun Jul 24th 2005 at 5:41am
It's supposed to be a non-realistic map...
I personally like it. Good replacement for my comp entry which will never come to pass...
Until Later...
Posted by Underdog on Sun Jul 24th 2005 at 4:16am
Just a thought. Why not call it "Victor-Y" for now and after you finish you can take out the hyphen and call it Victory?
As for the map, I cannot say much, its all better than I can make. I have one question. The box, is it glued to the curve? It seems to be sliding off.
Posted by Agent Smith on Sun Jul 24th 2005 at 1:43am
One question Captain, are all the odd gravity area's just made so that players are always walking normally, it just doesn't look like it; or have you figured out some incredible way to manipulate gravity within the game, ala Serious Sam
Apart from that, could do with some more detail, seems sparse, and some more complex brush work I think, but you've already said that stuff is on its way, so good stuff so far


