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  1. #11
    Movie Maker Siliconmaster's Avatar
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    Sep 2006
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    Re: [WIP] Precipice

    It's been a little more than a month, so I believe it is time for an update. Please excuse the double post.

    I've conducted multiple playtests of the map, and the results have been very helpful. ShadowSpartan whoring the banshee tunnels led to those being closed off, and other feedback led to vehicle placement changes and a total removal of vehicles from the lower land bridge.

    However, the focus of the past month has been getting the map to not look like crap. LlamaJuice graciously took on the job of nagging tutor, and I thank him greatly for his help and feedback.

    And now, picture time.

    First off, the biggest visual changes have been just inside the base walls. Working backwards from most boring to least, I decided that area was completely devoid of any and all interest. For almost 4 weeks I worked to improve it, and here are the results.

    First of all, a reminder of what it used to look like, albeit the blue base:


    And the new version:






    The corner alcove:




    Instead of the ladder and the long boring hallway that used to lead to the banshee roost, I've created a sniper overlook with a teleporter which leads directly to the banshee platform. This cuts down on player moving time, while adding a new element of gameplay to the bases. Now players will have to watch for enemies not only from the front entrance, but to the upper sides as well.





    Now that this section is basically completed, I've started working on other areas. For the exterior parts of the map I'm still planning to do a lot more work, especially on the giant walls. For now though I've added some scenery and trees, and I think that even at this basic stage they add a lot to the look:






    The control room seems to me to be in need of the most tuning, since it has no cover whatsoever and at the moment is nothing more than a transportation hub and a hog-war pit (which is actually quite fun, as Warsaw and I found out).

    First off, some added details on the window to make it less bland:


    I also added a ladder and a banshee to the pit below the platforms so that it has a purpose and players no longer get stuck down there.


    As you can see, I also took rooster's suggestion and modified the platforms to make the marathon symbol:



    This leads to a really nice silhouette (that's for you, Llama) when going up the ramp:


    For cover and detail purposes I'm currently working on hologram consoles to place around the control room. These four are the only permanent ones so far- those arrayed around the perimeter will probably be modified:




    I'm headed back to college on Monday, so the pace of work on this project is probably going to slow down a lot. However, I hope that people like what they see, and I'm hoping to run more playtests into September to get gameplay tuned up.

    As always, feedback is welcome.
    Last edited by Siliconmaster; August 30th, 2009 at 11:26 AM.

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