The map was definitely a tough one this time. I normally use tools to extract the layout and object placements to make the job as easy as possible, but as you've probably noticed, this level has some of its pieces constantly moving up and down a little way, and these pieces, for whatever reason, could not be extracted. So I had to do it the old fashioned way and reproduce them myself through lots and lots of screen shots in debug mode. Painstaking, but definitely worth it in the end, as it's a fascinating thing to look at. I'm not sure I was actually aware that, rather than it being really tall, it instead loops back to the bottom, so the highest platforms are below the lowest ones. As I note on the guide though, trying to exploit this by deliberately dropping down at any early point won't work, of course. I wondered if I should signify that on the map too somehow, but as I've never actually had to mark out a death drop in a map before, I was unsure about introducing a new annotation feature so late on in the project. In hindsight, I can think of a couple of other previous levels that could use it actually, so maybe an addition for later.
Comments 5 Comments have been posted.
#1. Comment posted by Ace on Friday, 3rd February 2012, 11:27pm
#2. Comment posted by LiQuidShade on Saturday, 4th February 2012, 12:16am
#3. Comment posted by MoDaD on Sunday, 5th February 2012, 1:48am
#4. Comment posted by Hyper_Sonic on Sunday, 5th February 2012, 10:42am
#5. Comment posted by LiQuidShade on Sunday, 5th February 2012, 3:35pm
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