I think you should try to reduce the number of times the player has to crawl through vents or stop to push a button because things like this break the flow of gameplay. Ideally, the player should be able to finish the map without stopping. Other than that it looks good.
Regarding UDK, I think the main thing you should consider is how much extra work it would mean to switch engines. I've seen several projects fall apart because the team decided to switch to a different engine without realizing the amount of time and effort that takes.
Hey, the vent reduction i may agree on, but little buttons etc. actually break up the flow and to be honest it can be kinda nice. We'll definitely keep this in mind in play testing, but unbroken looooong grappling sections get repetitive.
Reducing the number of vents a bit might help gameflow, but I've also got to agree with what Alex said - nothing but grappling gets old pretty quickly.
Our current ideas for more finalized maps includes a lot of multiple paths, though, hopefully you'll have a choice more often than not ;)
Brilliant work, this looks like it's really going to enhance the flow of gameplay.
On the Engine issues, I think I have to agree with GIJames. There is a lot of work that would simply be lost; not only that, but I believe it would destroy a large chunk of the fanbase.
Hey guys, if you could hold off engine discussion here I'd appreciate it. The new news post which is awaiting auth talks ALOT about it. Hopefully you'll like what we've come up with better.
I like the crawling in vents and stuff, when the thing is done it will be harder to tell where to go and how to get there because all the textures and extras will be added in, so it will fit in better than it does now, regarding the engine switch, why dont you release two demos, one on source and the other on udk, then you could get feedback on which is better.
Ha, don't worry too much about that. If anything it will be easier, I'm going to use a combination of spraypainted arrow textures, more finalized lighting, and more careful map design in order to ensure that the player will never have to stop and figure out where to go. ;)
Keep in mind that these are merely demo maps, intended to show off features like the HUD and to give me a chance to figure out what works and what doesn't work for Tension gameplay. The final maps will be even better to play.
I actualy thought of the maps being harder being a good thing, and now that I think of it you should have multiple routes in some places so the speed demons could find the best ones
I think you should try to reduce the number of times the player has to crawl through vents or stop to push a button because things like this break the flow of gameplay. Ideally, the player should be able to finish the map without stopping. Other than that it looks good.
Regarding UDK, I think the main thing you should consider is how much extra work it would mean to switch engines. I've seen several projects fall apart because the team decided to switch to a different engine without realizing the amount of time and effort that takes.
Hey, the vent reduction i may agree on, but little buttons etc. actually break up the flow and to be honest it can be kinda nice. We'll definitely keep this in mind in play testing, but unbroken looooong grappling sections get repetitive.
As far as UDK wait for the new news post :)
Reducing the number of vents a bit might help gameflow, but I've also got to agree with what Alex said - nothing but grappling gets old pretty quickly.
Our current ideas for more finalized maps includes a lot of multiple paths, though, hopefully you'll have a choice more often than not ;)
I am really liking the feel of the gameplay.
Keep making it awesome.
guys! PLEASE MAKE A SPIDERMAN MOD OUT OF THAT CODE! :D PLEAAAAAAAAAAZE.
awesome update. :)
If you switch the engine, please, relase a demo for the source engine, because I love this mod, and I don't want it on UDK :(
Brilliant work, this looks like it's really going to enhance the flow of gameplay.
On the Engine issues, I think I have to agree with GIJames. There is a lot of work that would simply be lost; not only that, but I believe it would destroy a large chunk of the fanbase.
Perfectly worded, my friend.
Hey guys, if you could hold off engine discussion here I'd appreciate it. The new news post which is awaiting auth talks ALOT about it. Hopefully you'll like what we've come up with better.
Looks really good. Not too bothered about which engine you go with, which ever is best for allowing you to achieve your goals really.
I like the crawling in vents and stuff, when the thing is done it will be harder to tell where to go and how to get there because all the textures and extras will be added in, so it will fit in better than it does now, regarding the engine switch, why dont you release two demos, one on source and the other on udk, then you could get feedback on which is better.
Ha, don't worry too much about that. If anything it will be easier, I'm going to use a combination of spraypainted arrow textures, more finalized lighting, and more careful map design in order to ensure that the player will never have to stop and figure out where to go. ;)
Keep in mind that these are merely demo maps, intended to show off features like the HUD and to give me a chance to figure out what works and what doesn't work for Tension gameplay. The final maps will be even better to play.
I actualy thought of the maps being harder being a good thing, and now that I think of it you should have multiple routes in some places so the speed demons could find the best ones
I don't know what game is better, this or inMomentum. :|
Great job, guys! Can't wait to give it a go, when you release it.
release a demo for it for source engine NOW!!!! PLZ
That was awesome. Keep it up guys.
If you're switching, could you release your .vmf files so other can learn from what you've done?