Oh man editordave, glad to see you recheck the new versions of the maps
There's still a lot of amateurish stuff there and there but I guess it works when it comes to stay coherent with the style of mapping in RTNP/Beta levels.
Surely this came such a long way since 2011. I still have this v0.8 readme saved where it says "it's mostly finished" lmao.
Map 9 to Map 11 will break the whole "each map has its own theme" gimmick because there's really nothing I can do with that - it's a whole phase against the new enemies and their own "homeworld". Map 10 will be very VERY hard to develop and it's just 1% complete at the moment. I'm taking a break until May probably.
My objective is to have the whole second phase complete by the end of 2015, then the real finale in the "location" will eventually follow. I have huge ideas for how to deal with that part but for now I won't say a single word!
I decided to check out one of the new maps tonight, since I'm trying to revisit Unreal/UT more these days. I checked out Paraditus and EMD for a bit. Paraditus, was nice to see you added some sections into the map, and that huge battle after the titans/archdemon die was pretty intense, too.
EMD was something else though! I can tell you put quite some effort into designing/thinking of a theme for that map. There's this strange unity in theme/color/enemy type that makes the stage feel like its coursing with mechanical energy but, at the same time, vaguely organic in a creepy way. I was very impressed
Hope to check more out of what you've done, even the older maps before these two, later this week.
Haha thanks! The first few levels haven't received that much of a visual improvement (not sure if you played the hi-tech Toxic beforehand), mostly just a new ending in the case of the first map, one or two additional rooms for the third map; as for VOIDNESS, you can enter one previously inaccessible area and the placement for enemies has changed.
EMD had the highest amount of new areas added in and yeah I really enjoyed using that DecayedS' Jupiter set. I really wish to see more maps with those textures (doesn't help the Unreal map that came with them was never released).
Exusia is still the biggest asshole of the bunch and a lot of things still have to be a bit improved (Shadow minibosses being stronger, candles being rotated in the correct way, Saints being able to fit into more places much easily, etc...).