I <3 KF... and I <3 this. :D
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I <3 KF... and I <3 this. :D
The atmosphere in those shots have it's own unique eeriness to them separate of dead space, and I like that.
Looks cool.
So hows the gameplay?
None existant atm , the whole idea of the level is its a basic layout , rooms going around in a square shape , linked in the middle to the main security hub , then the tram station serves as a bottle neck , thing is , theres no way out from it , and you cannot weld the bulk head either , so its not wise to camp there.
There are gonna be vents all over the place , roofs , walls , and some floor plates that can move for infected to get in , and the player just has to keep moving like normal to the trader , problem is , i am gonna have 3 traders , one at the tram station , 1 in the research wing , and another further around the map , so the player has to hope they dont get cut off from those sections by infected.
Are you going to re-use sections to make the map bigger? Or will it all be done manually.
BTW is this being done in 3ds or brushes?
The only things being reused will be a couple of meshes for the corridor sections , nothing else is being reused.
As for the question of brush or mesh , its a mixture of both with dynamic lighting to make it look half decent.