Okay, finally got a chance to snap some screenshots, with some comments above each shot:
Shot 1: This is a view near the starting point. The alcove with the Chaingunner will open up as shown after the player trips a walkover trigger. The grey structure to the left still needs work, and the texturing of the green building isn't finalized.
Shot 2: An underground section, still in its earliest stages.
Shot 3: This is a view into the mouth of the cave area that transitions from the courtyard into the tunnels. The cave mouth itself (dead ahead) is still barebones, but the shot also includes a view of a frozen waterfall, which uses an extra texture and was inspired by images such as this. Also, the huge patch of ice beneath the waterfall has lowered friction, and it's a blast to watch the imps slide around on it as they attack. :P
Shot 4: Here is a tunnel area of the base still 'under construction', so the grey panels are missing from some sections. I've been playing around with the designs of the tan support pillars, so that's why they're ugly. I could've better captured the feeling of this area by including a better view of the lights by the door, but oh well. Also, the hexagonal floor panels in the middle aren't going to stay like that.
Shot 5: This view is from inside a hidden passage that uses a silent line-to-line teleport to give you access to beneath the area in the previous shot...
Shot 6: ...which is seen here, filled with support pillars and holding a rocket launcher in its dark clutches.
Shot 7: Yet another section of the base that is being built into the rock; this one contains an elevator down to the previous tunnel (which is between the candelabras), and the blue key beneath a ceiling lamp. The red thing coming from the lamp is a power cable running back into the ceiling tiles.
Shot 8: Here's a view toward the starting area; the bright white thing on the left is the DOOR3 that the player starts in front of. Near the centre (and obscured by the poorly placed techno column) is an entrance deeper into the base. It's hard to tell from this shot, but the grey window to the left is translucent, though I've been having some issues with getting the 'invisible door' effect right.
Shot 9: A better shot of the frozen waterfall. I haven't decided whether to allow the player to climb into it or not yet. There is a deathmatch start up there, though, so either way, it's not totally useless. :P
Shot 10: A view from the same place, but pointed back toward the green building. The player can jump from that cave with the torch onto the rock platform with the COMP panels, which open up into the green building. This allows the player to reach the elevated SSG shown in Shot 1 as well. As a result of my experimentation, you might notice that the green building is textured differently from this angle, too. Oh, and again you can see the DOOR3 that the player starts in front of.
Last edited by Mithran Denizen on Mar 23 2011 at 09:17