Hirogen2
Member
Posts: 458
Registered: 01-02 |
http://jengelh.medozas.de/cc4/kas-wheretogo.lmp shows the path...
Neon colors -- my eyes, the lightamps do nothing! The high use of transparent sectors, while making the scene render more slowly than it could, also adds somewhat to disorientation. Combined with the size of the map makes one at times wonder where to actually go, as the Red Key section has like a 3-switch hunt [5:03, 5:33, etc].
[00:53] http://jengelh.medozas.de/cc4/kas01.jpg - because the lift consists of a bunch of separate sectors, one can block a sector from lifting up and thus, missing texture space becomes visible. Even if not the player, a monster can cause the lift to get stuck. Just add some textures on all edges :)
[5:11, 7:00] http://jengelh.medozas.de/cc4/kas02.jpg - the linedefs are real sensitive, you can't even jump across lightly.
[6:43] http://jengelh.medozas.de/cc4/kas03.jpg - if you do happen to fall into one of those ooze pools, it's quite annoying that the transparent sectors block your way and you need automap aid to find the way.
http://jengelh.medozas.de/cc4/kas04.jpg http://jengelh.medozas.de/cc4/kas05.jpg - the red, blue and yellow switches don't make a "clang" sound when pressed.
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