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-The walkway in from of the fling-panel has been widened, to prevent the player from unintentionally hurdling themselves into hazard liquid
-The landing area underneath the box dropper has been lengthened to compensate for the changed fling-panel
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Another update to the SDK has fixed Hammer (level editor), which means I can get back to work here : ) I'm working with some new feedback, thanks to GeneralVivi.
I'll have some new screens for any re-made chambers as they're updated.
-Josh
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Thanks to a recent SDK update, hammer has been rendered useless to me. This means I can't map until the problem's solved.
I'll fire off some updates when that happens.
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I came to the (only somewhat) startling realization that many of my levels have a smattering of unnecessary and quite frankly annoying bits, not to mention some finicky puzzles that would appear to require more luck than skill. Not to mention various lines GLaDOS says that would have made sense had I actually written and included a complete story arc. Assuming that not many people will enjoy listening to GLaDOS ramble on about things with little relevance, and realizing that I'm no fantastic story writer, I've begun going through old levels and cleaning them up.
Also, I've been bringing some things up to par with the newer maps. I've been working on this now for upwards of 2 years, and my mapping's improved considerably since I started. Lighting, geometry, texturing, has all improved. For some reason, I learned the wonders of autosave points somewhere in the 7th level and forgot to keep using them or, for that matter, put them into previous levels.
Ok, so getting to the point. I plan on updating the news section here periodically with my progress, but it'll be with fewer screenshots and more descriptions of what's been fixed, removed, etc. If I do any work on one of the newer levels, and it's presentation-quality stuff, I'll take some screens and throw them up here
For the most part, tho, I'm focusing on revising gameplay and GLaDOS tid-bits.
/longestpostonhere
-Tic
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I've got two screenshots of one area in the final level. Please keep in mind that it's still under construction, and needs much more detail work (but I promised to post new media today, and I intended to keep my word).
Please check 'em out in the Screenshots Section :3
-Josh
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But I'm back to work on this project, for all whom it may concern. The hardest puzzle, in my opinion, is nearing presentation-quality so expect a few screens of it in the coming weeks. If I can keep this pace of work, I should be able to provide a fairly steady flow of media
-Josh
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Well, I've landed myself a case of mono
Sleeping and eating (mostly the former,) is all that I've been doing lately. Soon all that I'll be doing is schoolwork-eat-sleep, definitely no mapping. I'm going to be honest, there will be minimal - if any - progress over the next month.
-Josh
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Started workign on lighting for the final level, as well as detailing. I'll keep posting as I get close to another media release, but right now it's in limbo between fullbright and properly lit :þ
-Josh
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Ok, just in an effort to keep in touch here, I'm gonna outline my progress so far.
-Entire map-pack is playable, as of now.
-Last level is very messy, needs to be cleaned up to the point where it matches or exceeds the quality of the rest of the maps
-Earlier levels are all finished, just need a few more tweaks.
I'll get some media of the last level up as soon as it looks good enough ![]()
-Josh