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- Right. Now that the level has actually got to everyone who needs
- it, I think it's time to discuss the design a bit. (I guess that I'm the
- only one who's had a chance to play about with it so far, but still)
-
- Generally I think it's a pretty good demonstration of the Bad Mood
- engine so far. It is a bit of a pity that there aren't more of the textures
- used yet, but it's good that it has got this far in time for NAS. The fact
- that most of it has only a few visible sectors means that it can run at a
- reasonable speed even at 320x200 on a basic machine- exactly what I'd
- planned.
-
- I love the big central area with the glowing pit, it's better than
- I imagined. It'll be even better when it's in the game with a big exciting
- weapon on that central pedestal and with lethal lava at the bottom of the
- pit.
-
- The bridge section isn't as good as it could be yet- the pillars
- are too frequent and small. I think a few big chunky ones would be better.
- Also, I don't think there should be pillars on the ledge on the eastern
- edge. I still think a nice balcony on the western edge would be better than
- a barred window too.
-
- Generally, I think many of the corridors are too narrow, but I do
- like the fact that there are often two corridors or stairways next to each
- other- a big monster could be leaping down one, so you nip quickly up the
- other one.
-
- I like the fact that there are lots of stairs and multi height
- floors, this is one of the best features of the Doom (and Bad Mood) engine,
- and is one to take advantage of. There is one staircase that's a bit too
- steep at the moment- it needs the "look up and down" controls.
-
- There are a couple of errors too. There's one bit where there's a
- "hall of mirrors" like effect on the staircase going down to the bridge and
- another where a round font-thing disappears behind an invisible wall but
- the floor and walls behind it don't- odd. Actually it's really difficult to
- explain these problems, and also where to find them. Sorry Anthony.
-
-
- The game locked up at one point too. As I was going up into the top
- left hand corner of the map, so I don't know what's up there. This could
- have been a one off, but I didn't have time to check this morning.
-
- And it didn't work with the first version of Fabrice's wall
- collision detection (second version untested).
-
- Generally impressive though- It's good to be able to see my
- textures being used in game. Now I know what head height is, and that the
- computer console I drew is way too high- difficult to judge until you see
- it operating.
-
- Keep up the good work Anthony (and Anthony's brother). I can't wait
- until I can do my own designing.
-
- Have another day.
-
- Robin Ball
-
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-