WiP in WiP, post your screenshots!

Jan 8, 2011
397
393
Progress
(Pictures)
Halp.

A lot of your ceilings look like they're barely taller than the player. Generally players should only near the ceiling of a room if they double-jump or rocket/sticky/sentry jump.
 

WolfKit

L3: Member
Jun 26, 2012
128
83
A lot of your ceilings look like they're barely taller than the player. Generally players should only near the ceiling of a room if they double-jump or rocket/sticky/sentry jump.

Well, what better way to learn scale than a first map with a ton of height variation, right?
…pleasedontkillme
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
997C8715C1E590295BD8E80557207E040767443D


BIG ENOUGH ? ;_;
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
It's an improvment, but by looks of it there still is only small doorways connecting areas and all height difference is ramps slapped to side of long narrow-ish area.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
That honestly looks like a much better combat space. The door is way too small for a main route, but yeah, that should do.

I'll try something unique for it, the door doesn't work perfectly as it sometimes also disappears :O

Height variation will come :blushing:
 

xzzy

aa
Jan 30, 2010
815
531
I'm legitimately surprised that hasn't already been done on one of those "super sized houses" maps that you occasionally run into.
 
Mar 23, 2010
1,872
1,696
looks pretty good for an idle map
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Yeah, that detailing looks good. Not gameplay good because it's a bit busy, but at least most of it makes sense.
 

tyler

aa
Sep 11, 2013
5,102
4,621
The light and air conditioner in the blue area doesn't fit, and I think an old coffin in a nice room doesn't work, but otherwise great looking stuff. I like when people make their idle/trade maps look good.