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Here's a link:
https://www.dropbox.com/s/854eljbij35n0 ... 1.zip?dl=0
I think you may have been looking at the first version of Chi, most of the stuff you've mentioned has already been fixed. I don't know if I've uploaded the revised version to Dropbox, I think I should have. This week is super busy at work and I don't even have an idea what hour I'll be back home, but I'll take a look at all the updates as soon as I can. Until that time, let's not work on levels without consulting each other, going forward too! It would probably be best if you always downloaded the file straight from its dropbox folder before examining/updating it. We need to have a unified version base so that people don't work on outdated stuff. I don't quite remember what changes I've made to some of the levels (as it's been a while), but I always update the files once some minor texture fixes have been made or something. I did do some work on level 50 too, so we need to reconcile it.Alter-Fox wrote: ↑Sun Mar 18, 2018 5:21 pm I've just opened up level 50 to fix some of the messy doors and texturing, and the light colours.
I would say, X, that the number of door types is not so much a problem as the lack of rhyme or reason in what doors got put where. When you have multiple types it's best to have the secondary type denote a particular area or function, so as, basically, to not look like a mess.
And to fix those matcen textures in that water area I have an idea...
I've been too tired today to figure out the blue key which means I haven't been able to actually play the thing through. So I might miss something with only the editor's viewport to go by.
Now the exit is definitely too far from the reactor -- nobody's going to be making it there on ace or insane. I don't really want to be moving it myself, I think that's a significant part of the author's design, but it either needs to be closer or you need to build a "back route" from the reactor to the exit that's significantly faster.
Your new one also has a smaller problem with doors looking almost like they were picked at random. I would say you should either narrow it down to two of the ones you've got or replace one type with the fence door. Otherwise, though, I love how it almost looks like something out of the Entropy Experiment.
I thought d15-50-b was the name of the file I had... turns out that was the other one, d15-51-b. Oops.
I'm glad I can still impress. Despite my weird absences, are there still slots that I could take? I have no idea what I would pick, so if you're open to me trying my hand at another level, I'm down for suggestions!
Great to know. Good luckSylandrophol wrote: ↑Tue Mar 20, 2018 4:29 am Completely forgot about my level like the numbnuts that i am, will try to get it finished (mostly) later this week.
Alrighty. I don't have much else to do while I'm home getting over the flu...
31 sounds good! Just don't make it too weird, since it has to look like a proper Puuma levelKaizerwolf wrote: ↑Tue Mar 20, 2018 7:13 am I could do either 21 or 31. I feel like I've probably got too many levels in Vertigo to choose another one from there.![]()
No probzies. I just go to sleep real early these days so I'm pretty void of brainpower right before that happens
I figure at this point in the game we should start to see some of PTMC's weirder experiments, and I felt a "supreme gate" would be a weird PTMC thing they would build, hence the name. I'm impartial to it for the most part.
Wow, thanks!Xfing wrote: ↑Wed Mar 21, 2018 2:12 pm I think your levels are probably the closest ones to perfection when it comes to following the texturing guidelines of the mission pack, and I'll definitely push for some more traditionally textured levels to get spiffed up with your levels as an example to follow.
Perhaps. We, however, need to keep in mind that thematic variety is still a concern, even in the Vertigo portion. Since not all designers can see what the remaining levels look like (something I actively try to minimize by giving out accesses to Dropbox - notify me if you haven't got yours yet!), we have an overrepresentation of door types etc. This is probably something we'll fix once all the levels are in.Superbobby wrote: ↑Sat Mar 24, 2018 12:49 pm I actually recently unearthed one of my older levels and I think with some touch-ups it would be a good fit for Vertigo Level 4.