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/vr/ - Retro Games

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>> No.8775510 [View]
File: 2.33 MB, 500x542, caco training.gif [View same] [iqdb] [saucenao] [google]
8775510

>>8775243
Go as wild as you want. We're adding new decoration objects, new bosses, and cosmetic weapon animations, so I don't see a reason to restrain ourselves in other visuals.

I'd like to encourage people to detail their maps a fair bit actually, doesn't have to be Gothic 99 tier or anything, and it shouldn't be stuff which the player will just get stuck on when moving around, like a bunch of support posts or pillars lining the walls of a not spacious enough hallway. But like:
>some small elevation changes on larger surfaces of natural ground
>occasional missing floor tile in more dilapidated bases (don't care if it's cliche, it looks fine if it's not all over the place)
>maybe one light in a series is out or is flickering (pretty sure an area can be synced in its light effect across different sectors)
>light fixtures, pipes, and computers inside raised ceilings
>maybe a trim around a pit or a skylight, definitely around non-hidden lifts
>put up a whole bunch of jungle trees and bushes off in the distance outside maps, if applicable
>use some hanging vine textures here or there in caves, ruins, or abandoned bases
>incidental bookshelves and computer banks, could either be indented into the wall or exist as a protrusion, just mind that you don't get stuck easily (but there could also be a gap which could be used for momentarily taking cover)
>at least basic texture aligning, doesn't have to go to the absolutely autistic lengths I go to, but just pressing A on a new or recently altered surface

Not gonna hold any of you guys at gunpoint, and ultimately you'll do what you think works best for your maps, but I just want it to not look like "It's 1994 and I have the trial version of DeepSEA"
If you get problems with a map and don't know how to fix them, I'll of course attempt to help with that, I did a bunch of troubleshooting and fixing with 2048, so I'm used to it.

>>8775389
Atta boy.

>> No.7059787 [View]
File: 2.33 MB, 500x542, caco training.gif [View same] [iqdb] [saucenao] [google]
7059787

>>7059531
If this is the final version then why do you want feedback? I Played your map last thread, If you want feedback, you have to actually ask for it.
I appreciate the thinning and spacing out of the archviles since last time it felt like spam and I especially appreciate making the bfg secret easier to hit. I think all the changes you made from last version are for the better, except that 7 cacos failed to teleport in this time.
Aesthetics wise, I think the textures change too often for such a small map, making it look incongruous. It could use a stronger visual theme to pull it together. The various phased lights looked good however, and all the voodoo magic tricks were neat.
This map is pretty difficult, which is usually what people want from a penultimate level, just be aware. I wasn't able to beat the ending battle without using the invulnerability secret on UV.

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