Developer Journals

Developer Journal: Defrag

Posted 1 decade ago Lead Map Design
Just a quick update since I'm a busy chap. I've been working on push a lot and other than a few details in the centre & tidying up issues, it's done. The tidying up includes making a few doors bigger, sorting some clipping issues etc. In the playtest last week it was a tonne of fun and I'm very satisfied with the map. When people don't want to leave playtests (two hours of push!) you know it's a good sign, we're on the right lines.

With push basically tied up, I've shifted my focus back to shutdown2. I had to remove the open topped ramp room because kerm had used a shitload of faces on the curve details, but while most people were satisfied with the progress, a few voices kept saying "you shot Jesus" and similar, so I've brought it back. Unfortunately, the very reason I removed the open topped RR was to save face count.... and since I reinstated it (and developed it more) I've once again topped the face count limit. So, it's time to make some props to replace world geometry... yay. -_-

"So why wait until the heartbeat stops?
Yo, go on and give my man his props."

The last major part of the map to finish is the train tunnel. I've been working on modifying one of the half-life2 train models but making it more cart-ish and that's going pretty well. The tunnel itself is fleshed out and looking good so far. I've added maintenance platforms to either side, but they're too high to climb once actually in the tunnel. If you fall, then you're on the rails, mang. You ain't gettin' out.

I've also added a little bridge from each maintenance platform in the centre so people can stand on the bridge and shoot the train-usin' people in the face. It should be pretty funny.
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