Don't worry, there will be broken floor tiles and stuff, but it's not the main focus. I have had conveyor belts, gears, platforms and a lot in this level that I later removed.sock wrote:Your latest images has some very nice textures, they really creates a nice atmosphere, but why would a tree clip through a solid wall? :eek:jal_ wrote:Ye, it's intentional.
@hipshot, Nice screenshots but going with a clean style does not make any sense to me. The top half of the screen feels overgrown, greenery, trees, rusty brown pipes, but the floor and lower wall space is empty? I am not suggesting you go grim/dirt crazy but some broken floor, grass or broken wall detail would be better IMHO. On a sidenote, I am sorry to hear about Grim, tragic news indeed. :(
I'm aiming for something that can be played in Quake Live in the future, I tried going for below 10k tris, but that probably won't be possible, patches adds a lot. So I will try and be below 15k instead. Crescent was below 10k in almost all places, or just slightly above, but this level is so much larger.
Problem in this level - that's why I have such problems getting it done enough for a release - is to make sure larger areas doesn't feel repetitive and empty. Since I have been doing mostly dense levels before, I'm not use to handle this kind of problem with efficiency. This level is learning process for future larger levels.
About Grin, yea, sad, probably the three best years of my life. Been working with really good people from all over the world now, some which will still be very close friends.
A lot of bad financial decisions probably lead to this and then Square and their FFXII-2 deal came and broke it all down.