Had a look at it as the screenshots looked pretty nice
Some of the mapping is great!
I would suggest setting all the entities with physics in your background map to static as you can hear them all falling when the menu loads though
Only other suggestions based off the demo is add more details to the corridors
I played the demo, and I liked it. A lot of stylish stuff in there to enjoy! Looking forward to this.
A bit of advice, and criticism though:
1. There are a couple missing welders, and clipping objects
2. This I'd say is more important on a general scale, but try to make your mapping plausible, and have a reason that caused it to look like it.
For example in one of your small bedrooms there is a closet which has fallen
face-up despite it having likely been facing the opposite direction when it was right-side up. How did it get like that? Did someone turn the closet facing the fall before knocking it down?
Of course you can ignore this advice depending how much it
may interfere with your vision.
mmyes
Work for me! Work faster!
I tried the billboard you used for the fireplace for illuminating light areas in my levels. "bb_white_halo_no_depthtest" Never used it, wish I had from the start. Amazing billboard light to use. Makes lighting look incredible if you use it right. Nearly volumetric lighting. Love it!
I enjoyed the demo, just sayin
I haven't played any custom stories in a while - looking forward to this one (no pressure!) - even if it is "just a remake".
I don't play Amnesia lately, but I'll definitely play it again when your CS is released.
The second screenshot looks really good respect for that!
(10-07-2013, 07:03 PM)Robosprog Wrote: [ -> ]
Looks as if you added the blue filter from MFP, would say its neither worse or better than the original when judging by the screens, just different. It is a probably a bit more realistick though.