Sean, on Jan 8 2006, 03:09 PM, said:
Paranoiaprison
#31
Posted 09 January 2006 - 03:15 AM
Credit goes to TheVoid for creating my wonderful avatar/personal pic.
#32
Posted 10 January 2006 - 01:05 PM
Anybody that has played Version 0.01 will want to know whats outside your cell. This is what I have so far, A lot left to build. Including the basement
Attached Files
#34
Posted 13 January 2006 - 06:08 PM
Are there going to be 'you are here' maps all over the place?
By the way, that map looked very UnrealEd esque, will you make the maps in that or is it just a happy coincidence?
#35
Posted 13 January 2006 - 06:27 PM
#36
Posted 13 January 2006 - 08:27 PM
*edits*
By the way, if you're using Unreal Tournament 2003 (looks that way) or Unreal Tournament : The Original One (graphics look too good for that) then I'd be able to help. Nor is the original Unreal impossible for me to make you some rooms for.
Anyway, that's if you need the help, it doesn't seem that you do, it looks to be going pretty well!
Edited by PrejudiceSucks, 13 January 2006 - 08:30 PM.
#37
Posted 13 January 2006 - 08:30 PM
Walking through areas that look too far the same and that are symetrical/identical, may be easy and cool looking at first, but it proves to confuse the player and make the area seem very bland.
Just my 2 cents, otherwise it looks fine.
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#38
Posted 13 January 2006 - 08:33 PM
Anyway, Sean probably knows much more about this than I do. In fact, he definately does.
#39
Posted 13 January 2006 - 11:07 PM
Edit: To adress what Joe said, a lot of the prison including the majority of the other cells will be left unexplored. If I build a complete prison and allow the player to explore they will just get lost and waste time in places they do not need to look at. Honestly, 'sectioning' for various prisoners didn't occur to me.
#40
Posted 14 January 2006 - 12:56 PM
#41
Posted 14 January 2006 - 04:21 PM
PrejudiceSucks, on Jan 14 2006, 12:56 PM, said:
Anyway, do you think it'd add depth to the game?
If potential players would prefer a longer less driven game then I could make a lot of 'useless' stuff to pad the game out. I just thought empty rooms would become slightly boring. I could add puzzles for such rooms but that'd be padding that distracted from the main story. Hm. Dilema.
Edit:
Also Joe, if you're commited enough to help then I'd be happy to put you to work. I can probably download the 'Source' 'Free' etc version of UnrealEditor and import everything I have so far into that. Then we can both map with that, for this game and the next
I have to restrain myself and finish this game before I move onto the next idea, which has been bashing it's way out of my brain for a few days now. One at a time eh.
#42
Posted 14 January 2006 - 08:50 PM
Haunting would be an understatement, that map gave me nightmares for about a week. *shudders*.
Anyway, yeah, if I have the time I'd love to help.
#43
Posted 14 January 2006 - 11:11 PM
#44
Posted 15 January 2006 - 10:41 AM
#45
Posted 15 January 2006 - 11:01 AM
PrejudiceSucks, on Jan 14 2006, 09:50 PM, said:
I never managed to finish that map, I got stuck near the very end.
The screens look good, but some more variation is needed. What sort of interface -if any - have you got planned?