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Post Posted: 17 Aug 2012, 19:09
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Post Posted: 12 Oct 2012, 02:00
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Post Posted: 12 Oct 2012, 14:48
Waffnuffly wrote:The new Hellcastle isn't complete yet. The firing range and tutorial stuff will be connected as a separate map later on.As for it being labrynthine... well, I wanted it to look and feel as much like a real castle as possible to make it feel more open to exploration That means having inaccessable areas. If I had my way, the engine would have no node limit and I'd not have a single locked door, but that's impossible. It's a very atmospheric map. I always love getting lost in huge structures and having to find my way around. Looks like mission accomplished I will probably be adding more directional markers later on though. I literally finished this map last night at 3:15AM; it's definitely not polished.It's actually a pretty simple layout if you follow the banners and keep tabs on where you are by looking out windows. That said, distinctive text labels above the teleporters themselves at the very least was always planned; I just didn't have time to do them yesterday because I wanted to get this map out the gate!And just a reminder: Open Beta is not the same as a polished Demo. There WILL be bugs and rough patches! That's the price you pay for playing "final" content way early
Post Posted: 12 Oct 2012, 16:36
Post Posted: 12 Oct 2012, 18:10
redeye wrote:Before I do anything, what old files and things do I need to get rid of before I try this ?Or won't that stuff matter.
shawnd123 wrote:I encountered the first teleport at the top of the tower, and decided to explore a bit more, and ran across another teleport. I'm guessing that there are different difficulty selectors, just like the demo?
Post Posted: 12 Oct 2012, 18:15
Post Posted: 12 Oct 2012, 22:49
Post Posted: 12 Oct 2012, 22:54
Post Posted: 13 Oct 2012, 06:56
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