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Re: my Halo mission design document | |
Posted By: barkbat <barkbat@hotmail.com> | Date: 4/10/03 9:51 p.m. |
In Response To: Re: my Halo mission design document (dolbex) Randy the level design is execellent, very clear and based on a solid gamplay scenario. I really like the idea of warthogging a large SoC wreckage. And those landscape drawings are suberb. Mainly becasue of very fond memeories of wreck diving I had the idea of searching a partially submerged Pillar of Autumn type ship complete with a set piece where Covenant open air-sealed doors and the player has to run away before a massive shoot of water pushes him out of a large tear in the main hull (think Indiana Jones and the Temple of Doom after the mine cart except not a slave mine but a Solcore ship.) I think this scenario could work really well in your level if you make the valley floor flooded (that is full of water) and have the half-ship piece fall into the salty sea. I know this would eradicate the fight you planned on the valley floor but can you imagine how processor intensive this would be? If i'm imagining this right, while driving down the lower parts of the ship roof the xbox would be computing all the enemies around the ship area as well as giving clear line of sight in the horizon to all the happenings on the valley floor - which from the sounds of it sound pretty intricate by themselves. I think slowdown would be obligatory unless the valley was flooded. Regardless, the design is spiffy. I hope it forms the backbone for one of the first quality fan-levels when the editor is finally available. |
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