First, here is the example of blocking progress up the
stairs that I mentioned in my last dev log:
I think this works out decently. I may also find more interesting ways to
represent the block, but in any case, it works well enough. I might also have it simply so that there is
no keys, and a switch deep inside the spoke takes care of it, although I think
perhaps the satisfaction might be greater if you can watch the stair completing
itself.
Anyway, on to new stuff!
Even harder to read than last time! Yay! |
I've never been that fond of teleports. I always thought that, unless they were very
simple A->B and B->A, they were more of a frustration than anything else.
Yet, some DOOM levels utilize teleports in greats ways, and
Half-Life did a half-decent job, too.
So I decided to push my brain a bit and delve into teleports
to see what kinds of interesting things I could do with them.
Certainly, teleports + enemy placement can lead to some very
interesting firefights, but in terms of pure navigation, what can a teleport do
that a lift or a door can't?
Teleports: Acting like bridges since 1993. |
So I've come up with a few ways that I could integrate
teleports in a way that takes advantage of their uses. While I think teleports are ultimately still
rather gimmicky, I think I'm going to put a few in my level to spice things up
a bit.
I think using teleports as a tease or preview of what's to
come can be one effective use. Also, to
get to hard-to-reach items, or even a vantage point to target enemies.
And now that I have a couple of different themes and ideas that are workable, I'll move on to turning these disparate parts into a cohesive level.
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