Report RSS The Office Fire - Vending Machines (WIP) (view original)
The Office Fire - Vending Machines (WIP)
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zzz124
zzz124 - - 47 comments

even in death, he still lusts for a bag of chex mix

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95Navigator
95Navigator - - 211 comments

Looking amazing as always. The lighting especially is top notch!

What are your plans for the offices in terms of flow? Will you maintain the fairly linear journey of the retail game, or will you go with the non-linear, all-floors-acessible flow the Alpha build implied?

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LadyJaneThrace Author
LadyJaneThrace - - 866 comments

For the first map, it'll be fairly non-linear. Theres going to be several alternate routes the player can take throughout the map, such as going around another hallway from the breakroom with the barnacles to avoid the shockwall from the starting hallway.

For the second map, its going to be fairly linear, as in the only way to progress is by going directly through the second floor with all the zombies (with mountains of optional areas on the side!), the third floor with the computer hallway can be explored as an optional area, but the exit you have to reach on the second floor is locked on the third floor, so when you reach the staircase with the turret, your at the rear of the third floor & can unlock it from the other side, allowing the player to move freely through both floors before moving onto the cafeteria.

The cafeteria map is a fairly nonlinear setup, when the map starts you have 2 routes, one being to the atrium, and the other being to the basement, which is an optional area. Once the player reaches the atrium, they can choose to drop straight down into it, or maneuver around the water puddle to a staircase that leads to the bottom of the atrium safely without taking fall damage, after you exit the atrium your in the common area (boxart map) which will act as a "hub" for the rest of the chapter, in the common area you'll have to find the security station to shut down all the turrets & unseal the freezer, here you can also open up the optional basement, linking it to the common area.

After you pass the freezer via a vent, your on the completely cut third floor shown off at e3 1998 (the one we don't have any videos of, just really low res screenshots) and its pretty linear, as in theres enough baddies to incentive the player to keep moving untill you reach the reception sector (still several optional areas to search).

After lifting the lockdown you go back into the vents & your back at the cafeteria map, where a scientist unlocks the door to the common area & Barney is crouched by his dying friend, just like in retail. This being the end of the chapter, you can navigate the upper level of the cafeteria, or you can dive straight for the elevator shaft. If you go along the upper level, you can unlock a door that links the atrium to the upper level of the cafeteria, letting the player go back through the map & gather any supplies they may have missed, the entire map should be open by this point.

Overall, fairly nonlinear with enough optional areas to add about an extra 30-ish minutes onto the chapter :)

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Description

finally got that cursed zombie scene to play out properly, ain't nothing like the warm lighting coming off of vending machines coupled with a soothing refrigerator noise!