teh Sarevok thread
- Buff Skeleton
- >:E
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- Joined: 15 Dec 2007, 00:46
Subject:
Post Posted: 24 Jul 2009, 17:32
Loving the terrain and windmill. Also, the zonelight actually looks fairly OK here. I bet you could keep it if you just added a few highlight lights in certain places based on moonlight or whatever if there is any.
- Hellscrag
- Founder
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- Location: In a random access memory of dreams
Subject:
Post Posted: 24 Jul 2009, 18:33
Again, there may be opportunity to enhance your map a bit after the competition before we go ahead with the compilation release... we haven't really talked about that yet.
Life is what you make of it.
- Sarevok
- Skaarj Assassin
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- Joined: 11 Mar 2009, 03:31
- Location: somewhere
Subject:
Post Posted: 27 Jul 2009, 21:11
My last update: Map is about 90% finished, I have one room left to build(about halfway done), gameplay, lighting, 1 small BSP hole to fix, and then testing. I'm only going to do 2 difficulty levels, normal and unreal. Does anybody even play on easy difficulty?!
- Hellscrag
- Founder
- Posts: 4007
- Joined: 11 Nov 2007, 19:14
- Location: In a random access memory of dreams
Subject:
Post Posted: 27 Jul 2009, 21:59
Because I don't play enough these days to be really l33t, I often choose Hard difficulty.
Personally I'm making my map for all four.
Personally I'm making my map for all four.
Life is what you make of it.
- Legendslayer222
- Skaarj Elder
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- Location: England
Subject:
Post Posted: 27 Jul 2009, 22:04
Sarevok wrote:Does anybody even play on easy difficulty?!
Errr..........
- Buff Skeleton
- >:E
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Subject:
Post Posted: 27 Jul 2009, 22:53
Not at least filtering a few extras here and there for all four difficulties, especially if you are already taking into account more than one, is really silly and lazy. It doesn't exactly take much thought to decide to add a little extra ammo or health to item caches for Easy, remove one or two for Unreal, and add a few extra monsters for Hard and Unreal and give them varying OddsOfAppearing. The game has global changes for all four difficulties already, but it's hardly difficult to incorporate extra filtering details for them. I definitely recommend taking a little extra time to add refinements for all difficulties; the players who use the ones you don't think are useful will appreciate it.
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