Detailing doesn't feel consistent enough.īuilt a facade which i liked. I hope the transition from cramped and quite dark forest to open outdoors is relieving. After the forest part I think the map is ok. Spent a lot of time trying to get some sense to it. Idea was to have very nonlinear explorative experience. Got the forest idea (and textures) from "chainworm kommando". Well, ingame experience is far away from the real one but as an inspiration, close enough. ![]() Idea for first open area was from my trip to Mestia (Georgia). Idea of having a nice partly underground cave where you don't expect to have a that kind of transformation. I really have liked the idea and visuals. A lot of modifications and tuning since then. ![]() I built the basic layout and idea in a day. There are still a lot of texture misalignments on rock formations. And in nature, rock formations are uniform, aren't they. It would be time consuming to break the patterns and shapes. I've noticed a slight lack of variation in rock formations now later on. I had part of the ending building as a leftover and thought it might fit here. The map just got expanding while I mapped. I like the red key area.įarm theme continues. I had leftover parts like the house at the start and the area with two houses and fences which I kind of forced to the map. I should have pushed the idea a bit further. Idea was to have fun experience with path on a higher level where you can shoot and blow enemies down from. I like still playing this even it's "old" map because there is many routes and it's a small map. I stop when I'm satisfied or get bored/exhausted on it. I started to spend unlimited amount of time to areas. This map started the overdetailing trend to me. Map has many paths and secrets while they serve a little to the experience. I think the map quite succesfully represents my vision. Got the idea when I was drawing with my brother's kids. There was a vision in my mind where would be abadoned place in a mountain with waterfalls and bridges. I wonder if there is players who check out for details, different routes and silent teleporters to make fake 3d and appreciates that kind of stuff. After all I ended up modifying many areas to serve gameplay. Sometimes gameplay vision shaped the areas. Visions of areas in my head took over so many times. I've spent massive amount of time to this, anyone who has mapped should see this :) But there has to be time for release and I think these are finished enough. At least someĬredits (music): Jimmy (From Jimmys jukebox) & Björn Lynne ( )Įverytime I play these levels I feel there is room for development. Don't tile (yet).Īlso some modifications which I can't remember. Misctec.wad from doomworld's texture thread Valve.wad, valiant vaccinated edition (skillsaw)Ĭommunity chest 4: cc4-tex.wad, Resource Wad "Reakuthecrate" the green big numbers (hud). Genetically modified cattle and food turned the people and animals to agressive zombies. Story: A civilization was collapsed as people got into religion of "ignorant egoistic idiotism". Mapinfo support (crouching and jumping disabled) Multiplayer, only player starts (not tested). Nonlinear (can be 2 of the same keycard, key only for a secret, etc.) Some have been modified after latest release so they should feel fresh even for who have played them. ![]() I've released some of the maps earlier for feedback and testing. Hopefully I've achieved something unique and memorable what has never been seen before. This is a thread for my project "lost civilization". there was very bad silent teleporter transition error changed one CD to multiplayer only, platforming eased. navigation made slightly easier on map "division" a lot of mid-textures that should be clipped Made few battles a bit harder, removed some imps.
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