Absolute Zero Level1

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Absolute Zero Level1

Postby Soul on Thu Feb 24, 2011 9:35 pm

Hey, been awhile! Sorry for the delay but I've been busy and I am only releasing the campaign in final, not beta to players. It is also rough to make it work perfectly for both survivors and infected in versus rather than an unbalanced playing field.
We have a video on the way; though the video for the game play is 13.5 minutes long on Realism Expert.
I did not intentionally mean to make it long on said mode, but it is hard so it tends to take longer.

Highlight to read:
There are 2 crescendos as well as a third; random plane flyby crescendo. The planes fly over head on random somewhere in the level, or they just don't appear at all. The first crescendo drops players down in to a water gauntlet and turns the lights off followed by backup power and generators turning on. The second crescendo opens a gate then malfunctions, lowering a ladder by a spinning dynamic light; like in The Parish2, which forces players up and over the building in a mad dash for the safe room. (Dynamic Light now only causes a 5-15fps loss depending on machine)


I will have the video up whenever Frakkin` gets it uploaded to youtube.

As usual I have a lot of photos, these areas are all in final but will have minor tweaks done to them; the level is in final testing. Enjoy~
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Soul

Level Designer + World Builder
Medical Student / EMT
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Re: Absolute Zero Level1

Postby antie on Wed Mar 02, 2011 4:00 pm

Looks nice. In the 4th screenshot from the bottom though I think there's a lighting error with the texture on the wall, if you make lightmaps smaller it might fix it (and make the lighting much nicer anyway).
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Re: Absolute Zero Level1

Postby joe_rogers_11155 on Wed Mar 02, 2011 9:43 pm

im liking the quake 2 boxes......quake 2, right?
"Day breaks, but decay soon follows." - Ava Winona
Currently developing in radio silence... 99 Bolts
Here's another project of mine... Assault on Overwatch
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