Also creates Quake levels.
Then I built encounters with prototype textures, keeping in mind the scale dictated by the art style.
Then I built encounters with prototype textures, keeping in mind the scale dictated by the art style.
I also connected the two rooms on the west side of the map vertically, reusing the space for combat while still having a platforming challenge to change the pacing.
I also connected the two rooms on the west side of the map vertically, reusing the space for combat while still having a platforming challenge to change the pacing.
The map starts off linear as well, but has many loops and ultimately opens up more.
The map starts off linear as well, but has many loops and ultimately opens up more.
I wanted to have a central distinct hub to help with player orientation, and then rooms which require the state either in hot/cold and/or jump boots.
I wanted to have a central distinct hub to help with player orientation, and then rooms which require the state either in hot/cold and/or jump boots.
I wanted the progression to feel like a mini Zelda dungeon, which is something I always wanted to do in Quake. This should include having to switch between hot/cold state multiple times which gates/opens paths.
I wanted the progression to feel like a mini Zelda dungeon, which is something I always wanted to do in Quake. This should include having to switch between hot/cold state multiple times which gates/opens paths.