Interesting.
There should be ambient sounds and music throughout the experience.
Curious, did you go back, get rockets, and return to the small door each time?
Interesting.
There should be ambient sounds and music throughout the experience.
Curious, did you go back, get rockets, and return to the small door each time?
Doh!
That's my dev config!
Glad you enjoyed it :)
Yep!
Some play additions, weapon balance, sound design, bug fixes/optimizations, and a long overdue graphics pass.
It’s also in a mod format now, so I’ll just update this as I add "chapters".
At some point, yes. There are many more ideas that I've been exploring and I'm excited to get them out there.
Thanks man! I just thought I'd try something a little different with the turret "mission" idea. Some people like to toss it over to the exit area, which can be risky. Personally, I prefer to carry it and use it to bonk enemies into oblivion...
Re: HL1 vibe, thank you! The intent was to create a more thoughtful, intimate space. In this map, there's quite a bit of detail that could easily be lost with a run-n-gun type of play through.
To name just a few: The rotating search lights and the clanking broken light at the very beginning, can be seen (sometimes heard) from many angles throughout the level, giving a sense of location and grounding in the environment. The dead zombie's arm pointing down to the open grate from one side, and at the "puzzle" wheel from another, are subtle cues for the player.
There are also a number of "secrets" throughout, and some branching logic following the turret battle, so different things may happen depending on the choices you make.
With this approach, the map risks being "boring" for the run-n-gunners out there. I'm happy to hear that the tone came across.
That said, I'll likely do a more of a "run-n-gun" map next :)
Just posted an update.
I'd been iterating on the map so much but forgot to upload the latest version :/ It directly addresses the 2 issues you mentioned. How well remains to be seen :)
Brett_Johnson
Brett joined
Began my career with Valve as a designer on Half Life and Team Fortress Classic. Level design has always been a passion of mine and I've started making maps again :)