/-/S'pht-Translator-Active/-/ |
Re: chapter 5 terminal needing editing | ||
Posted By: patrick | Date: 12/27/07 7:15 a.m. | |
In Response To: Re: chapter 5 terminal needing editing (Forrest of B.org) Perhaps have the poly which triggers the final terminal to lower ALSO trigger the walls to lower to their present heights; but before that, have them all at the height of the higher point. I think it'd be a nice visual effect to see those walls lower down symetrically like that, too. Good idea; I think that would work quite well. Retexturing that level at this point would be a major, major hassle, as it's almost impossible to work on that map in Forge. I might be able to wrangle Adam (its creator) into trying some revisions, since he might have an easier time at it than I would... but I doubt there'll be much hope of that. However, adding some scenery objects would be a good idea that could spruce it up quite a bit. I feel the primary purpose of added scenery here should be to provide orientation to the player, given that the automap and the texturing are, unfortunately, conducive to the opposite. Visual cues telling the player this is the correct route and this is the spot you should aim for before several of the key leaps would be most welcome. It is regrettable that retexturing isn't much of an option now. This level has some similarities to TI2's Silent As The Grave, where the texturing mitigates the hastle of jumping by not obfuscating the pathfinding (ref shots one, two, and three).
|
|
Replies: |
|
Problems? Suggestions? Comments? Email maintainer@bungie.org Marathon's Story Forum is maintained with WebBBS 5.12. |