I'm excited... :)
If this's the final scene, then it needs a lot of work- the windows needs light rays, a tad brighter lighting and some optional shadow casting. Would be better to use a few more smaller point lights to create the ambient feeling, a mere light looks strange and looks like coming through walls. Other than that the rest of room looks unusually dark, fine if that's what you intend or you may want to add a boxlight around the room.
This place looks exceptionally awesome... :O
What is this, man!? It's really hard to believe this page belongs to one of amnesia's mods.
Custom modelset, gloomy story... This mod will be awesome! Keep those screenshots coming...
Was that one better? I thought it sounds a bit cliché and doesn't necessarily ties up the story, and maybe it wasn't driving a satisfying no of visits to this page, so I changed it.
Any guesses about release date of Illusions? Looks amazing as of now...
Thanks for the suggestions, bro! I'll definitely take note of those points from now on and I've reworked this area considering your suggestions, so here's, perhaps, a better version I.imgur.com . And please let me know if I was able to apply, any or all of them correctly.
The architecture seems to be unusually big, as she might haven't scaled chairs right next to door. Hehe!
Wow!... the lighting looks absolutely awesome.
Definitely deserves a 10/10. A freaking masterpiece for most of the part.
Yeah, sure mate. You can send me a sample of your voice at andrewsteven1024@gmail.com, if you want.
There are still a lot of characters left for voice acting, so hopefully you can get a place. I'll contact you soon about the same.
Hmmm, those screenshots look amazing... Any guesses about release date ?...
I'm liking it more and more as i play. Hard work + a lot of creativity yields something like this mod.
Played it the third time and I must say it was all awesome and I really liked the idea of carrying the skull 'Boney' with you to keep yourself away from dangers. The level design was really impressive and scripting was flawless. Hoping to see more like this in future.
Thanks a lot, mate. I'll let you know when I had prepared a script for that character. Thanks once again for tracking my mod, I hope you like the updated story. Just by curiosity, do you have an accent ?
Looks awesome, just like part 1.Waiting anxiously for a release.
Awesome ! custom machinery and boxes.Looks cool, waiting for release.
You're welcome. I wonder where did you get the game from, it's rated M.
If monster's aren't following scripted path, then there may be a chance that something is going wrong with the script, I hope you know how to add path nodes to enemies( if you don't , it's done using 'AddEnemyPatrolNode' function, for eg : AddEnemyPatrolNode("Servant_Grunt", "PathNodeArea_1", 0.0, "");).This should do it.
Nicely designed, considering your first ever mod.Go ahead make some more changes, fill up your rooms with entities like furnitures, ornaments, don't keep inventory in the open, at least hide them behind something like a box or a barrel and most importantly place some 'path nodes' for monsters to follow, and be sure to put at least three of them at turning walls. This ensures that enemies don't stuck there like dumb a**es (though in reality they are) as M3NTALMAN said.And the last thing that eases up designing a lot is "Snap Separation" in Level editor, .25 is by far the best IMO but occasionally you'll need to turn off snapping for placing items such as "Candlestick (1,2)",flowerpots etc.
Sounds like he's a small child and thus exclaimed 'Amnesia custom stories' lol. xD.
Sorry, but you'll have to wait till release.I don't know the time it will take to complete that's why it's TBD.
RZenix
joined
Safety & Peace