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tundra_cool

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Everything posted by tundra_cool

  1. Hey guys, Ready at Dawn is looking for level designers (of all experience levels) to be a part of the team that made the best-selling Oculus Rift game, Lone Echo! Take a look at the details here: http://www.readyatdawn.com/careers
  2. I feel like it should have a sort of gimmick, you know? Like, a unique and fun gameplay feature which pulls people back in, not just a layout and art style. I'm thinking something to do with a sarcophagus -- and I'm going to go back to it -- a shiny *golden* sarcophagus. Maybe an extra-large one players can fight in and capture with an ancient heavy's face beveled on the top. Or something. If you trust me, try killing the symmetry a bit by adding new areas to the upper-left and lower-right corners of it (based on the overview shot). It would create some spontaneous frontlines rather than having players leave their exits always looking left.
  3. Yep. With a totally different type of style, haha.
  4. Fuck. Yeah. I was hoping nobody would notice but it's only a placeholder so no worries. Thanks for the kind comments, guys. I've got some quick zombie panic gameplay before the 'survival part' where one of your buddies need to flip some power generator switch to open the vault door and call for help. Hopefully I could put some puzzle time in figuring out how to open the bank's entrance gate, too.
  5. The name of this survival level for Left 4 Dead is a working title but I've been making progress for a few days now and hope to have a beta out soon. The idea is that the main battlestation for survivors to shelter and defend is the bank which has the vault with the radio to summon the fight. Over time other shops across the playable area of the mall will open -- not including the second floor -- and each shop has it's unique goodie. There are 5 shops total and each are in their first passes at the moment but I'm not sure whether I want to go really in-depth and make custom models for them or just make them look like they've been looted or torn up (but I'm almost certain that I'll make those hanging banners to be waving in the wind and change those Russian letters on the theater). I can't decide if I want rear escape exits from the shops to the main center arena too but I guess a playtest would help me decide. There are some low-light areas where the flashlight comes in handy such as the office rooms of the bank. Like those dark screenshots, it's difficult to see, and even more difficult to hear, the rain on top of the glass and thunder around but it's pretty cool. There's a lot of ambiance with low alpha godrays and swinging signs/flower pots and flying leaves from the stormy weather. I'm unsure if I'll just post a download link to a beta or if I'll just get some people together but I'll update this thread in either case. Let me know if you have any ideas on how to improve this unlocking system, I'd really like for it to be both possible and fun. http://www.phallus-palace.com/blackfrid ... /02/01.png http://www.phallus-palace.com/blackfrid ... /02/02.png http://www.phallus-palace.com/blackfrid ... /02/03.png http://www.phallus-palace.com/blackfrid ... /02/04.png http://www.phallus-palace.com/blackfrid ... /02/05.png http://www.phallus-palace.com/blackfrid ... /02/06.png http://www.phallus-palace.com/blackfrid ... /02/07.png http://www.phallus-palace.com/blackfrid ... /02/08.png http://www.phallus-palace.com/blackfrid ... /02/09.png http://www.phallus-palace.com/blackfrid ... /02/10.png Just ignore those smoothing and sorting issues.
  6. ehm im looking at the entity list now and i cant seem to find this env_fire_trail so where would i be able to find this? It isn't in the list. You've got to place any entity in it's place and then change the classname to env_fire_trail and delete all keys except for 'angles.'
  7. Use env_fire_trail on the torches. Just try it.
  8. Looks pretty good but Rapidcore was not a classic, just a crappy submission.
  9. Yo DvS, is it possible for me to still test with you?
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