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>> No.400942 [View]
File: 61 KB, 846x648, cnza2-1.png [View same] [iqdb] [saucenao] [google]
400942

>>400856
I just have to say, thanks man! It is so good to get some recognition from somebody who actually understands what the fuck is going on in these videos, for once.

>>400902
Ah, interesting points. Thanks for your feedback. My thoughts:
>the idea is sound, and most levels (minus that fucking casino level) clearly do have a lot of thought to them.

But, wait. It seems like you're implying Casino Night is a poorly designed level? I beg to differ; I think it's one of the best, most well designed levels in the game (aside from its horrendous soundtrack). There's so much flow to be found here. I will try posting the full act map after this if I can, but the file I have might be too large, I don't recall offhand.

For now, I will post a different picture which I think relates to another part of your post as follows:
>zoom into locations you find interesting or notable, and explain things in detail. Effectively, reverse engineer the level design.
Essentially, that's what I've been doing throughout this entire series of videos, sans the outright explanations for certain areas of interest.

I'm not that big into video editing so that's a bit beyond me at this point, but I will say that's an interesting idea and mayhaps worth my time to research some more. Although, at this point, I already have ideas for a second phase on what I'm interested in accomplishing in S3&K that involves tool assistance, which is another area that is totally foreign to me, so I may be pretty busy with that for some time to come.

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