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/vr/ - Retro Games

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>> No.1570639 [View]
File: 203 KB, 800x600, refinery.png [View same] [iqdb] [saucenao] [google]
1570639

>>1569570
Redneck Rampages graphics stand out for a Build game due to its high-res textures; and also uses some smart techniques to 'override' the limits of the engine, like shading directly implemented into the textures to pretend ambient lights (check the textures below the lightspots in this screenshot). Other Build games didn't do that.
In its levels it also uses a ton of "room over room"; overlapping sectors, more than any other Build game; to give a better feeling of 3D.

The room in this screenshot (it's from the Refinery map in Rides Again; sorry it's hard to have a good look at the room from only one screenshot due to how it is) has a very Y-axis oriented layout thanks to a smart mix of sector and sprite based platforms; with a couple of small elevators thrown in.
This is the kind of "3D" layout you would see in Quake, but not in commercial Build games. Sure, nowadays any good Duke3D amateur mapper could do a similar room; but it wouldn't look as good due to RR's way of having shading directly in the textures which make every part of this room; including the ones made of sprites; look good. All this together really helps hiding the limits of the Build engine; or rather, show what one can truely do with it.
This is spoken from a technical point of view alone but I also believed the layout in this level (and in others, this is just a good example) were really fun for gameplay.

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