StoneFrog
Junior Member

Posts: 191
Registered: 06-08 |
My map is fairly non-linear. Not in the sense that there's a lot of areas you don't need to explore (unfortunately), but rather all three keys can be acquired in different orders.
Since this map is in a boss slot, I'm thinking that the passageway to the arena will have three doors - one corresponding to one of the three keys. When you pick up, say, the yellow key, bars will lower to make the blue and green doors inaccessible.
Beyond that yellow door are blue and green ones. The player can choose which one to go through, but once again, it's mutually exclusive with the other. After that there's only one choice remaining.
Depending on which combination of passages you take, you may get a different assortment of goodies before the last battle.
Any suggestions on if this would be enjoyable or not? Should entering one passage immediately seal off the others or should they all be open at the same time (assuming you have the needed keys), making it more of a "pick whichever path you want" deal? Instead of the first key you take closing off the first tier of passages, should it only be based on what doors you take (so a player with a fetish for going through blue doors won't inadvertently seal it off by taking the yellow key)?
Also:
StoneFrog said:
P.S. That reminds me. Although their naming conventions are correct, custom animated textures (such as WLLBLOD1) do not function correctly. My original intention was to actually use the bloodfalls for the exterior of my map and not the lava, and I'm curious as to if there's any way this can be remedied and still work on a limit-removing port.
Last edited by StoneFrog on 07-14-09 at 22:12
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