project-navigation
Personal tools

Author Topic: New Map called "gate"  (Read 4024 times)

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
New Map called "gate"
« on: December 14, 2010, 09:18:17 pm »
Showing some progress of my new map - no lighting yet and brushwork is not yet done, too.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: New Map called "gate"
« Reply #1 on: December 14, 2010, 09:50:40 pm »
Looking good! I especially like the first image. The lighting highlights on the wall are really nice. A couple notes in the image. Probably stuff you were already planning to do.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: New Map called "gate"
« Reply #2 on: December 14, 2010, 10:39:42 pm »
there is no real material definition yet - will come later (well, there is one, but it doesn't work yet)

good idea with the trim - will do so.

Offline Kobura

  • Rookie
  • ***
  • Posts: 31
    • View Profile
Re: New Map called "gate"
« Reply #3 on: April 21, 2011, 03:40:02 am »
Gate seems alright but the staircase in the squarish set-off area is bugged. Also there really needs to be something different about people being on the roof having a tremendous chokepoint advantage. Trying to get through that level with no casualties took many, many, many tries with a plasma-blaster wielding taman camping out the top of it in shoot-hide-reactionfire whoring fashion and there was 100% nothing I could do about it.

Offline parjlarsson

  • Rookie
  • ***
  • Posts: 76
  • Chaos Gate next?
    • View Profile
Re: New Map called "gate"
« Reply #4 on: May 09, 2011, 05:51:03 pm »
Played through it a while ago - loved it. Very atmospheric.

I ended up just staying at the entrance, so didn't see much beyond that area, but I guess that's a limitation on the AI and if you can script in more aliens as you get deeper, maybe - or put in a door that only the player can open and hide some buggers behind that.