Development Diary #42
And now for a screenshot that looks like complete ass.
3D floors and slopes will be the end of me. But I've finally gotten the basic architecture in for the pulse generator. In story terms, this is a piece of tech that the miliatary is using to control the local (imported) demon population at Eureka base. It's not exactly a small piece of technology, but it is an experimental thing that the military finds very promising in stopping any further demon invasion.
(The bit that isn't mentioned here - and I'm unsure if I should mention it in the mapset - is that the same tech can be pushed to control any form of life. Including humans. Not what it's being developed for, but the potential is there).
If you chose to control the demons after your your trip to Hellifornia, you get given the blue card and a directive to go to this pulse generator and shut it down. The demons will know The Cartwright saved them and will serve you. If anyone's played the pre-alpha, the pay off is that the sewer demons teleport in to the final fight and help you take down Cronenberg. Having a Cyberdemon on your side sure would be handy, wouldn't it? Well, thanks to the architecture design it's not easy to leave ol' Cybie there alive. You'll need to think, perform some acrobatics, and - what I'm referring to as the Hollywood moment - because the access bridges to the pulse generator overrides are locked you'll need to monkey across the things in mid-air. All while Cybie is taking shots at you.
It's a good physiical puzzle, and becauuse The Gateway Experiments are all about choice you can just kill Cybie and live without him later on. But that's silly.