"Imagination is a limit far more formidable than technology.Technology is a key far less potent than imagination. Imagination AND technology working in tandem - are free from all limits, except one: imagination." ~HexenStar

Report RSS Fighting for Darkmere, Part VI: One step away!

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A quick update that i am very glad to share: after reluctantly (yet nonetheless) compromising on the color formats that Slade/Doomsday are willing to accept, and incorporating all the newly modded textures and objects - i steamrolled over the remaining details of the level, while as always - expanding those in the process :-) Well, otherwise, it just wouldn't be me, lol. It's pretty much done now.

I have only a couple of small details to wrap up here and there, as i did most of the polish phase in parallel with the level construction. Almost ready to go on. I already started with the battle design for this new Darkmere, and tomorrow will start battle testing, section by section.

Here is the level progress summary:

1) The extended starting area - 100%

2) Swamp Key fortress - 98%

3) The Gauntlet - 98%

4) The Cabin - 100%

5) The Lake fight - 98%

6) The Overgrown Castle - 98%

7) Exit tunnels area - 100%

My next update may be a bigger article (and not merely a blog note where i say whatever), and i will regard subjects such as ETA and some other details about the mod and development progress. I know this Darkmere business was quite a chunk of time, but there was no way around that, not for me. I expect a much smoother sailing from the point when i put that level behind me and focus on polishing, testing, balancing and battle redesign for the rest of the game. Though there are still a couple of missing weapons, the story is incomplete and there is over a dozen of concept artworks to create... But alright, let's first get to the bridge, and then start thinking how to cross it.

Darkmere Overgrown Castle partia

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Ront1980
Ront1980 - - 202 comments

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