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Post Posted: 04 May 2015, 18:58
UBerserker wrote:Lol Prophet what idea you have though because I also had clearly in mind the backtracking aspect and the exploration of a group of areas in order to access the very last location.
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 05 May 2015, 16:28
Post Posted: 05 May 2015, 17:10
Mister_Prophet wrote:Well the "two portals out" works in the same line of thinking certainly. Ok so, this is what I hope I have time to add...The Demon's Grave entrance I made has four doors. UB used one of them. I intend to use the other three. One such door will lead to a chamber with a sealed exit. There will be a place for multiple place-ables via mover (keys or perhaps totems of some kind) that interact with the door and open to what would be the level's final area. These (keys or totems) will be placed around the level, at the end of a particular section. The green path I am working on will have one, with the implication that the red path will harbor another. I will backtrack my section into The Plunge, and if I have time lay some more seeds from there for other people to build paths from. I am not sure how many (keys or totems) we should have, but I'll add space for no less than four. If we use less, we can reduce the number of spots they will be placed (something that can be removed easily, maybe pedestals). If we use more, same difference. It will be something that is easy to duplicate. Thoughts? Criticisms?
Post Posted: 05 May 2015, 17:36
Post Posted: 05 May 2015, 18:52
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Post Posted: 07 May 2015, 18:50
Post Posted: 07 May 2015, 19:31
Post Posted: 08 May 2015, 07:21
Post Posted: 08 May 2015, 10:06
Mister_Prophet wrote:Last 24 hours for me. I may have to cut some corners, some RL stuff has taken up my last two days worth of free time I thought I would have.
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