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When you spawn on the first level, its almost like you spawn from a great height and start to descend slowly.
It was quite fiddly to pick up some of the sticks of wood as the collision from surrounding trees interfered.
When you spawn at the lighthouse, the hurt HUD shows as though you have just lost some health.
you can work your way up the hill to the rear by getting on the rocks and crouching.
This got me past the containment model and over the backside into the water
where I got to see more of your great level design.
Took a swim to the lighthouse and saw plenty of cabins not noticed before.
There were light sources not visible to the player,
which may have taken up frame rate if you had problems with it (ran smooth for me)
Useing cosmics trees with the collision turned off would have made traversing the ground easier.
You could then apply an invisible trunk for trunk collision (just sugesting)
In the second act I did this again and circumvented the wonderful USO scene by swimming to the lighthouse.
After the final cut scene in the cabin was done FPSC shows the area where you were before fading out to the end.
A good way to circumvent that is to have the player teleport
to a solid black 1 segment x 1 segment room with no lighting that has your final movie
and end zone within it. This way when the movie finishes there is no fadeout in the same room.
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