#11013
Posted Today, 01:11 PM
See and get on top of and fight on and drop through etc. The idea was inspired by TLOD/Nacho's first impression playing Blast Radius and assuming everything was TROR (nothing was TROR) including the sector trees in Peru. Duke Nukem V plot line suggested a canopee/jungle and so I thought ah, there it is time. It's not groundbreaking use but is representative of what I mean when I say I want a practical TROR-oriented episode, instead of using for secondary platforms or punching in as an afterthought, deliberately use for structural purposes in the level design sense to unlock fresh forms of layout traversal and combat scenarios, and as much as possible articulate it around the classic Build-specific technical possibilities (with moving stuff, etc.). Close to WG's take on it but different.
You can take Zaxtor out of the jungle, but the jungle never leaves Zaxtor. But this map has been weird. Hit 3000+ sectors/max walls very fast but then the remaining two third of the process had to be cuts to heavily reflect over. Am just barely seeing the end of it now.
This post has been edited by ck3D: Today, 01:29 PM
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