I thought we all learned from Xandrith that you can't be posting porn on here. Though, I don't mind at all. This is amazing! Good work man.
I've decided to mix Boarding Action, Avalanche, and Sword Base. I'm hoping to make the Sentinel Beam a prominent pick-up. Wish me luck!
I had completely forgot about this map. Glad to see it coming along. And personally, I like the crisp basic CE-esque aesthetic. If Multi or any of the other nutters here hassle you to "art it up", tell 'em to go **** 'emselves. Art is for pussies.
Blood and Bacon is stuck in 1992, but I think that that's a jokingly bad, low polygon, and low texture quality game on purpose
What do you guys prefer, maps with a raised middle and lowered edges where combat tends to flow towards the middle of the map or the reverse where the high areas of the map are around the edges and combat kind of cycles around the middle? Very basic design principles. Convex vs. concave, respectively. Asking because I absolutely adore the design of Aerocrest and now I'm trying to build something different and it's basically turning out the complete opposite of that design principle, and I'm not really liking it, which sucks because I quite like the atmosphere that the design is naturally giving off, but I feel like I'm going to hate how it plays.
There's nothing wrong with a simple, non-detailed look, but if a map is as complex and vertically stacked as that one, it's going to need lighting to highlight paths and sightlines. Prisoner had red, blue and white lighting on it, and all of the walls were a different color and texture from the floors. Ya'll trying to make "CE aesthetic" into this chic retro thing to rebel against the "art movement" but you're still doing art when you color grade and light your maps.