Developer Journal: Defrag
Well, it's been a while since my last update, so I'll keep this ticking over.
Push is basically where it was a couple of weeks ago -- largely complete. I just need to get a few replacement props for the crates in the side warehouse, and then some media can start the long and arduous trek towards each and every one of your monitors. I'm pleased with the look of the map and the detail I've worked in, so you'll just have to sit tight and wait to see what I've done with it. The hardest part was working in the central divider between the warehouse & bases, as it just doesn't suit the industrial theme I went for. Unfortunately, the divider was required as it blocks visiblity. That's the only part of the map about which I'm not overjoyed. Also: going back to TFC's push is ridiculous -- it looks like the work of a blurry orthogonal monotone monster! The HL engine is really looking its age these days. Hugs and kisses for source.
I've been working solidly on bases once more for a week or longer, and I'm making slow but good progress. I've been sprucing up the ramp room, front door, landing between RR & FR and the secret wall area amongst other things. The secret area is now a lot more strategic. It's themed like a maintenance access area for FF, and there's a few little surprises and added elements to make it a lot more interesting than the old secret corridor. It will no longer be a case of running into a boring corridor and seeing if anyone is there. Attackers and defenders alike will have a few different things they can do to take an advantage.. oh, and mind the gap.
View all developer journals Push is basically where it was a couple of weeks ago -- largely complete. I just need to get a few replacement props for the crates in the side warehouse, and then some media can start the long and arduous trek towards each and every one of your monitors. I'm pleased with the look of the map and the detail I've worked in, so you'll just have to sit tight and wait to see what I've done with it. The hardest part was working in the central divider between the warehouse & bases, as it just doesn't suit the industrial theme I went for. Unfortunately, the divider was required as it blocks visiblity. That's the only part of the map about which I'm not overjoyed. Also: going back to TFC's push is ridiculous -- it looks like the work of a blurry orthogonal monotone monster! The HL engine is really looking its age these days. Hugs and kisses for source.
I've been working solidly on bases once more for a week or longer, and I'm making slow but good progress. I've been sprucing up the ramp room, front door, landing between RR & FR and the secret wall area amongst other things. The secret area is now a lot more strategic. It's themed like a maintenance access area for FF, and there's a few little surprises and added elements to make it a lot more interesting than the old secret corridor. It will no longer be a case of running into a boring corridor and seeing if anyone is there. Attackers and defenders alike will have a few different things they can do to take an advantage.. oh, and mind the gap.