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Zelda: BotW - Open World level design


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  • 1 year later...

I loved this game so much, and the level design was incredible. It was a pleasing middleground of "fuck I am missing everything, where am I", and "follow the blue line to objective". The item breaking system could be frustrating at times, and didn't really make sense from a gameplay perspective. Also, the framerate really took away from the experience for me, because I kinda got this feeling of nausea (like when the movies have those choppy shots of treelines). Anyway, I don't really blame them, they had to work with rudimentary hardware and make the game look as great as it did.  Definitely a 9/10 if these things weren't present.

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    • Post in Yanzl's Source Emporium
      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0

      As always, free for non-commercial use with attribution. 
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