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Shadelight
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Post by Shadelight »

ggg wrote:Looking good so far. Don't forget to take gameplay into account as you build each room. The areas should be able to accomodate challenging and fun gameplay.
yush, I'm making sure gameplay is all right in a few rooms, balancing out ammo and monsters, I run through with infinite ammo and god to see how it looks first, then I run through without that stuff to test the gameplay.
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Sir_Alien
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Post by Sir_Alien »

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Shadelight
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Post by Shadelight »

I've been working on this, though I'm out of ideas on how to force monsters to attack something stuck inside a sector, I'm using thing_hate, but they go after the player anyway.
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Jimmy
 
 
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Post by Jimmy »

This may help. For the third parameter, I think you may want either 5 or 6. 8-)
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Shadelight
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Post by Shadelight »

6 sounds like just what I need, thanks.
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Shadelight
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Post by Shadelight »

ferentix wrote:Looks pretty spiffy :) Maybe it's a matter of preference, but I'm not so fond of the infinite horizon line to fill up a background/skybox. It just looks dull and ugly. Perhaps you could use the terrain generator (zterrain) to make some underwater mountains or something? There's plenty of interesting terrain under the sea... not just mountains, but massive trenches and other formations too. So I guess that's one more suggestion for "height variations" then ;) And fog *would* be nice too- as far as I know, it would be very unusual (perhaps impossible) to have such perfect visibility so deep underwater.
Anyway, looks promising. Keep it up :)
I might try using ZTerrain, but I have no clue on how to use the thing, I even have the GUI that KillingBlair made.
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Alterworldruler
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Post by Alterworldruler »

Pretty neat look :) looks promising :thumb:
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Shadelight
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Post by Shadelight »

Image
New screenshot, yay!
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GeeDougg
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Post by GeeDougg »

Looks pretty good.... Is it supposed to be that dark though...?
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Shadelight
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Post by Shadelight »

It isn't, but I'll upload a brighter screenshot later.
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GeeDougg
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Post by GeeDougg »

You mean the screenshot isn't, or the map isn't? I actually can't see the monster in the screenshot.... Still looks pretty good underwater though.
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Shadelight
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Post by Shadelight »

The map isn't, I just changed the brightness right after that post. ._.
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Captain Ventris
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Post by Captain Ventris »

I can partially see the monster, and it looks excellent as far as I can tell.
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Matt
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Post by Matt »

Pretty ^____^

Comments/Suggestions:

"Shadowlands" by Amethystium was playing while I read this thread. It's surprisingly fitting :O

The outside's still looking a bit bare. I'm not sure how skyboxes and horizon lines work, but you might want to add more terrain stuff...

Any plans on doing something different with recoil depending on whether you're firing underwater?
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GeeDougg
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Post by GeeDougg »

Not sure if this has already come up, but do you actually WANT weapons like the double-barrel shotgun to fire underwater?
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