virtually no effort put into lighting. It's boxes, stacked with boxes, and more boxes, in one huge box. Enough of that though, this level actually reached me in one very important department: concept. It's very simple, a few speed-dependent weapons (golan, repeater) in a distance-based environment. In playtesting, it took quite a bit to hit of focus to aim and actually hit an opponent in several different, physics-based scenarios. Target at range. Target falling away/towards you. Target at same height while you are falling away towards. Target with cheeseburger. Target falling from same height as you. The only major bug I found was the kill entity at the base of the map. It isn't big enough to kill you if you're passing though it at that speed, and you end up at the bottom of the map with twenty something health. I really like this concept. A lot. I would like to see a little more detailed level geometry, some more platforms, different textures for different platforms/walls so players can keep a better sense of direction. Please, download this level and try it with a couple of friends. You'll hopefully see what I do, and maybe you'll get inspired! -Sared Overall rating: four out of ten cheeseburgers. New Textures: No New Sounds: No New Music: No Bot Routes: No Game Types: Duel
Here we have another skinny box, filled with skinny boxes. Surprisingly though, I was rather touched by it. On one hand I see poor execution. Poor texturing, uncreative weapons layout, and
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