I forgot to add those shots to the last update. I'm removing them from my own to keep the look consistent. The fonts I didn't end up using since not all of it worked, and some of the letters are too highly stylized to read easily. That screenshot though, kinda makes the crosshair look like a light in the electronics, so i wasn't worried about it at the time.QuakedoomNukem Cz wrote:I've sent him a PM with new fonts (not new, but ones that would fit and replace the old Doom fonts, Solid Snake ones) and screenshots of various areas, including these ones with crosshairs.
I really enjoy how Jailbreak turned out too, and I'm not sure why, either. As for the backtracking, that's probably a holdover from how the Arctic Wolf maps were designed. Imagine dealing with that all the time across 20 maps, and adding backtracking to find arbitrarily hidden switches as well. Ugh.Enjay wrote:I'm not really sure why, but the Jailbreak level was my favourite. It just felt really good IMO. The back-track to get the red key was a bit extreme though. I thought that fighting all the way into the prison only to be told I'd need a key to release the prisoner was OK. However, although I wasn't told, the key was on the other side of the map. As a result, without any additional clue where the key might be (normal game logic would tell me in the prison, possibly even quite nearby) I had to get back out of the prison, wander all the way across the map to a passage that wasn't previously open, get onto a submarine, get the key and then work my way back to the prison again (albeit, that on the return journey, all resistance was dead). I just thought that there might be a more logical way to set that up. All the individual parts were good, just that the logic seemed a bit... well, illogical. Nevertheless, I still really enjoyed playing that level.
Thanks for all the feedback, too. I'm making the fixes now.