gggmork
Banned

Posts: 1790
Registered: 06-07 |
I should be able to make the biggest switch evar 'work' (handle move and green section get brighter) but havn't tried yet or thought of what a switch that big could possible trigger. The white teeth things might be a mouth to something (in a 2.5d world I had to layer the radiating circles over eachother and tag them weird to move right) and I might be able to make that cross eyed switch's eyes move up and down (one annoyance is moving floors make a lot of noise).
Despite the fairly simple motion, that red separating pole thing took about 400 dummy walk over lines (if you look in doombuilder)it also has blue textures hidden behind the red ones for some 'red to blue' change to happen there eventually) - could have taken much less if I simply made new textures (not that I know how) instead of multiple stacked sectors. I had to set up temporary visual guides to even figure out which lines should trigger what next (basically I had dummy sector ceilings, but even the dummy's ceilings had to change). I'd probably like making weird monsters if I knew how.
Thanks for checking it out.
Why there's no actual level yet, hmm, well that first map was approaching the seg limit probably (so I probably couldn't add this stuff to that one or too many lines). I'll probably 'levelize' them eventually. I kinda bipolarly make levels where I only care about (difficult) gameplay mostly ignoring detail/textures, or instead intricacy/weirdness/motion (these things can ultimately subtract from the actual gameplay probably, but still interesting nonetheless).
Last edited by gggmork on 03-03-09 at 01:41
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