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Isocline Version 2

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Wake[of]theBunT:
Viashino, i personally think if you made it look like goldeneye (i.e stealing borrowing mostly dev textures) + some ambient sounds used in other ge_'s then more people would get into it, coz the gameplay is amazing, but it just doesnt visually translate to people.

As seen in the testimonies, anyone who cares/knows about gameplay gets its quality, but you go over your target audience boxing into that niche. Understand?

............
Failing that, go nuts with 60's psychadelia and trip people out!!!! muhhahaha

X23:
I say just touch up the lighting abit. Make it seem less all white, and maybe mix light_spots with lights. Maybe have an areawhere outdoor light is flowing in to a room from a window or opening in the roof, or in one of those tall circular areas where there are platforms you can't get up to.

I think people would probably be less confused if they could Identify areas like "omg i r in teh room wit teh SKY" or something other than that.

VC:
Agreed on the lighting, though there isn't much chance sunlight's getting that far down...

Xanatos:
since we're using our server for gmod10 and not ges1.1 youll have to look for it on the [L[T]K] server front

but i myself wouldn't mind a whole new look for it all, as in textures and lighting. as far as everything else i cant complain.

VC:
In my contemplations I've come to a few conclusions.

? The overall scale needs to increase.
? Flow needs to be adjusted, so dead zones become more lively or are removed for the sake of better formation of the traveled paths.
? I will consider making smaller version specifically for small games, four to six man.  Likely I'll lock some doors and remove access to a story or two after I make the v2 edition.
? Source lighting is like some sort of raycasing prick.

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