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Old 12-06-18, 00:25   #131
Danath
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I am loving how the level is turning out! It's becoming better than i initially thought, i'm glad i took all that time to think about the gameplay. 75% of the layout done now.

However, i have a small problem. These last 2 days i have managed to build a complicated set of alternating rooms in one area, but if the enemies die in one of the normal room versions and then you turn on the alternate rooms, they dissappear. But they leave the items they carry on the alternate room, so i guess it's alright? What do you think? If i delete the enemies it's not as exciting.
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Old 12-06-18, 11:11   #132
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This is completely normal. For example in Diving Area the helicopter landing pad. The dead bodies disappear when you activate the alternate room but their items can still be picked up
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Old 12-06-18, 17:49   #133
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Aaah yes, i remember that! So it's not something i did wrong then, i will carry on with the rest of the level. I can't wait to show that area i was talking about, but it needs to be detailed and lighted as do the rest of the level.
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Old 15-06-18, 19:14   #134
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Talking Another level finished!

Yay, the second level gameplay is finished and all is working perfectly! Well, almost perfect, the enemies sometimes do unexpected things and do nasty ambushes where i hadn't planned for, or wait for you on the next room to fill you with bullets when you enter.

I have done a full run through just a few minutes ago, here are the stats:



I still haven't tried to fix the background texture.
The level turned out about 10 minutes longer than i expected! But it's a good thing i guess, i love how it turned out, and more fun for the player. The keys all have unique names and the colors match the locks, so you shouldn't get lost, hopefully. It's not a huge place anyway.

And here i show you the custom bandit boss:



The pants are dark brown instead of black, but it cannot be seen too well, you can see it better when shooting. The original black texture is very hard to modify without turning it too bright.

Well well, now all that is left for this map to be completed is the textures, statics and lighting, should be done fairly quick.

I figured out a way to have you collect the 3 keys you need for the Mask temple and carry them along the levels without interfering with other level's puzzle slots. There are 4 slots for puzzles in the engine, so i'm using slot 4 for the keys, which is originally the slot for the Seraph which i won't be using i guess. So imported puzzle slot 4 for the key, and changed the mesh to the one i want and retextured it.
I already tested in a separate level if i can use this slot to open the doors with 3 different keys and it works nicely, so i should be all set.
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Old 15-06-18, 19:50   #135
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Well done
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Old 16-06-18, 12:19   #136
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Nice edit on my BFF Colt
Can't wait to try this one too
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Old 16-06-18, 13:09   #137
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That bandit boss looks sooo good, even better than the original
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Old 16-06-18, 16:55   #138
Danath
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Quote:
Originally Posted by thewolf View Post
Well done
Thanks. It feels SO good when everything comes together.

Quote:
Originally Posted by Topixtor View Post
Nice edit on my BFF Colt
What do you mean?

Quote:
Originally Posted by Feder View Post
That bandit boss looks sooo good, even better than the original
Thank you! The original head is terrible...
It's a simple edit. Just replacing the head mesh, clearing that "tabard" mesh in TRV, then repainting the textures on the legs and groin meshes.
I try to have a bit of customization within the limits of my humble skills.
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Old 16-06-18, 17:08   #139
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Let's hope you don't run into the texture limit
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Old 16-06-18, 17:19   #140
Danath
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Let's hope you don't run into the texture limit
I should have plenty of space for this specific level. I have 1700-something used in the compiled level right now, and this is with the tunnel ones already used.

I worry about later levels though... Specially the outdoor ones. As i said a lot of time ago, i expect to run into that wall at some point, and need to wait for the dynamic texture load buffers Arsunt told me about. Or maybe TombEditor will be able to help then, i don't know yet! I only have 3 weapons used now, i need more to be gradually introduced and it will complicate things.
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