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Re: [v7] G59 -Episode 1-

Posted: 05 Dec 2017, 21:23
by Diego96
Alright, I made it this time. I even got the useless flare and everything :D
I'll be waiting till Ep. 2.

Re: [v7] G59 -Episode 1-

Posted: 06 Dec 2017, 21:19
by UBerserker
Cool I hope you enjoyed the enhanced Tonatiuh experience
Also finally posted some screenshots of the EP1 maps at the end of the first post.

Patch 7.1 that has been released for EXU2 won't impact G59 in any way. It also comes with Ultrabag code fixes! This means that one day I can apply those fixes too to the Gatekeepers so they'll stop with their annoyingly erratic attack behavior.

Bunch of stuff that I didn't mention because too spoilery:
► Show Spoiler

Re: [v7] G59 -Episode 1-

Posted: 07 Dec 2017, 03:22
by Diego96
Will the items carry over or will it be a fresh start?

Re: [v7] G59 -Episode 1-

Posted: 07 Dec 2017, 12:05
by UBerserker
Diego96 wrote:Will the items carry over or will it be a fresh start?


It's one whole campaign always, basically the roadblocks to the exit points get removed. Yes, this means you would have to ghost through that locked door, since the entrance corridor and exit point are already there working. Next time I'll probably don't put those roadblocks anymore.

Re: [v7] G59 -Episode 1-

Posted: 09 Dec 2017, 00:17
by UBerserker
Updated the first post with the music credits in the information section (spoilerbox) for what has been decided so far.

Also the overhaul on Map 4, the Manitou (formerly EMD, last reminder), is doing great. Just finished working on the geometry for the first part of the level, the one prior to the original entrance area of Cryox.

Pic below - what it is now vs what it was before
Image

Hitting quite a high amount of nodes and there are a lot of other new areas I have planned for the map. Hopefully I'll stay away from the node limit as much as possible since I'll be getting rid of some useless and especially unstable areas of the original level.