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Re: Rubicon Volunteers - Exit Door Leads In
Posted By: C LundDate: 7/29/02 4:29 p.m.

In Response To: Re: Rubicon Volunteers - Exit Door Leads In (Ben A. Potter)

: These two levels make one wish for a Pfhorge that can handle >1024
: polygons. I'd love to try a multi-level ship design with complex outer
: hull (with vacuum ala Return to Marathon).

If there had been a version of AO that fully supported Bridges & Balconies and an editor that could implement it properly back when we were thinking of making a "full" AO version that came with all the trimmings, I would have slapped those levels (Exit & Pier) into one big level, letting the player see all sides of the ship, outside and within.

BTW: "Pier" is one of the levels in Rubicon I'm the least satisfied with. The gameplay might be ok (I don't have the pov of a player here), but the map itself feels like a kludge held together with string and glue. Has anybody noticed those awful line-of-sight errors at the bow?

: Ben

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Replies:

Rubicon Volunteers - Exit Door Leads InSteve Levinson 7/26/02 12:15 p.m.
     Re: Rubicon Volunteers - Exit Door Leads InBen A. Potter 7/26/02 4:32 p.m.
           Re: Rubicon Volunteers - Exit Door Leads InC Lund 7/29/02 4:29 p.m.
                 Re: Rubicon Volunteers - Exit Door Leads InSteve Levinson 7/29/02 5:05 p.m.



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