Close up outside.
The first fallback point.
The silo room (the top of the missile should be red, it didn't show in the screenshot.)
The first fallback point.
The silo room (the top of the missile should be red, it didn't show in the screenshot.)
I'm going to show two more screenshots that our closeups from the first checkpoint and second checkpoint. I like doing subtle things on my maps that players who take the time to look around will notice and appreciate. The following screenshots are two "mini scenes" I created within the game, where you can look at the bodies or the situation, and imagine what may have transpired there.
A body slumped against a barricade, weapons and ammo at the ready.
I think it's little details like this that really make the differance between a polished map and just a fun one. Sure, I could have just played the rifles in a row next to the ammo by the sandbags, but this gives the scene a little more character. The same goes for the first checkpoint in the bunker, there's no real purpose for the scene, but it adds some context and flavour to what would otherwise be a regular survival map with a fall back mechanic.
Check back for more in the future, beta soon!
Check back for more in the future, beta soon!
1 comment:
Very nice setup with those bodies, I can never get a handle on those. I also like the setting you've got, the brushwork needs more detailing though but like you said it's not done.Keep up the good work!
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