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>> No.5011760 [View]
File: 21 KB, 256x128, encysky1.jpg [View same] [iqdb] [saucenao] [google]
5011760

>>5011754
Map01: e1m1 again, implication here is that the hangars are a pretty "prefab" setup which is why they all look so similar, uac just tacks on what they need afterward. General introduction to the theme and atmosphere, plus introduction to powercubes.

map02: Power plant and magma/lava management plant. Lava does NOT occur naturally on Enceladus; but it's (fictional) equivalent, "Cryothalum", does. Tower is kind of iffy, the rooms were originally planned to be underground but I couldn't really factor that well, and I couldn't make the tower seem like a drill of any sort either while still having the teleporters in it.

Inter01: A "fractured reality" sort of place, wherein the player is visiting while they are "Dead", You're NOT supposed to be here, and the place is NOT supposed to exist; it literally only does because of what just happened. It's an experimental map meant to establish a map theme outside of the existing maps, something made as a diversion to alleviate stress on other maps. You can die here instantly, but it's a general intro into how some keys/skulls will trigger/untrigger applicably. The problem is I couldn't figure out how to make the scripts apply to the newly spawned skulls instead of being triggered by a line the player is meant to run over when picking up the respective skulls off of an altar. Also has a weird voodoo switch-puzzle-thing. Go figure.

(post is large, sorry, will require multiple/slight spam)

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