Tormentor667 wrote:@Risen - Shots look pretty cool :) Nightmap?! :)
One of the first things I did was globally drop the lighting for the map by 32 units. I did this for a few reasons. First, the map is already well known, so people won't get lost even in the dark. Second, this is the last full map before the final showdown... it needs to be dark and scary! I'm lightening areas back up as I go... when I add lights to that area I will brighten it up. But, the map is very playable as-is.
I'm developing new traps as I go along as well. The red floor in shot 3 is normally dark until you go over it. Then it begins to glow. If you're still on it when it reaches its peak then you will be hurt! Unfortunately there is no defined means-of-death for electorcution... or maybe we can convert something else? That would be good to have. The orange pillars that you see through the window are also a trap, they glow and hum and create a force field. Trying to cross the field results in death! Players get to witness a demon charging through before they ever have to cross it, and I'm noting all traps with that red lighting also in shot 1.
Some of the effects in this level just can't be shown in screenshots. You have to play it to appreciate it.
I was toying with the idea of forcing a pistol start. Any thoughts?