Ok I'll keep it in mind, thank you
Blast Radius WIP/discussion thread "while it's brewing"
#481 Posted 13 February 2023 - 10:19 AM
#485 Posted 01 June 2023 - 05:48 PM
Ninety-Six, on 30 May 2023 - 06:40 PM, said:
What's this?
It's Blast Radius' 15th level/2nd secret map I originally wanted in, but ran out of time to make before needing to release. It recycles the basic idea behind a layout I've actually built before, see this scrapped map for A.W.O.L. from two years ago: https://forums.duke4...post__p__365520 except I remade it all from scratch for better control over typically Duke-styled design, detail and gameplay, and also to avoid some construction errors the old version had. A couple of times I tried just retexturing the first map but that just wasn't working out, process was revealing itself to be 4x the effort compared to just restarting from scratch so I did that.
Map took two weeks in total to make with a month long hiatus just in the middle as work finally came back knocking. It also was testing grounds for a new enemy (and variants) I wanted to code in order to use it in the future. It's done now and will be integrated to v.1.1.0. probably releasing within the next few days or weeks. I'm not sure if I'll have the focus to rely on testers, but it's a straightforward level. I need to refine one quick thing in the enemy code so that it stops occasionally clipping into slopes and build the episode's second secret exit before it's good to go (shouldn't take long).
This post has been edited by ck3D: 01 June 2023 - 05:49 PM