![]() So there are a few reasons the scene works like that. So, with your point about the cutscene where the jumpers drop down, that's actually a really good thing to bring up. I really wanted to test out the cutscene functionalities with the editor. Having a lot of scenes and having choices that mattered was a big focus for me when I was designing the maps. Glad to hear that you liked the humor and the scenes. It's honestly a whole different game at this point.Īh, not realizing you can "fall" through platforms would get you stuck pretty quickly, heh. The game has really come a long way since the earlier demo builds years ago. Understandable about the combat difficulty. I'll certainly be playing through it several times when the game releases and I can develop a little more skill ^^ I'm also looking forward to any future maps you might contribute :) Great job :) Overall the map seems really fun and well made to me. ![]() If there isn't, that may be a little counter-intuitive for conditioned players like me :p the elevator) but I'm not sure if there is. Somehow I was always under the impression that there would be a way to reach those sections (e.g. The second thing I find a little weird (but could be due to the fact that I didn't play through everything, only made it to the aphrodisomething trap) is that some sections are visible on the map but don't seem to be reachable. It's perfectly fine the first time around - but when you die several times during that sequence (I suck, I know :p) then having to wait for them for several seconds is a little annoying. Small things that might be worth adjusting: For people like me who die a lot the second sequence when the bots drop from the ceiling takes a little long. Also the exploration was really fun since there were a lot of things to discover (interactions, traps, dialog. The gravity switching is quite fun :) And I really liked that there are so many choices (both active via arrow keys or passive e.g by evading the bots). What I really liked about the map: The humor - dialogues and cutscenes are great (also kudos to the core team for making Talia such an expressive character - her expressions are really cute). I'm pretty sure however that most people will have more experience with the core game when playing your maps and they will perform much better than me :p And I got stuck once because I forgot that you could "fall" through platforms. So I've finally had some time to check the map out :) I haven't played a version of Future Fragments in several years - so I failed pretty hard during the combat scenes. Really looking forward to getting access to those assets! I've got a lot of ideas for the earth level in particular, since that's more my style in terms of content. (It's not bad mind you, just not really my kinda thing.) The reason this set of maps was electric was basically because it's the only real "fully implemented" level in terms of cutscenes and editor stuff right now. The electric theme isn't really a favorite of mine. ![]() Waiting for the next editor build to release with more of the earth level stuff. I'm on a bit of a "hiatus" from mapmaking right now. (Hopefully having HW post them again if they're good enough.) But as far as more maps from me, I'll definitely be posting anything I make in the future on the discord/hopefully distributing them in the same manner as this set of maps. HW mentioned that topic above, so that could be quite interesting to think about depending on things. Hey there ChiefTodd! You give the maps a play? :DĪs far as availability goes, I don't know about anything in terms of any official capacity. If you'd like to talk to Jason about his maps, we've got a channel up for people using the editor (which you can get with a one-time pledge at the $50 level, you'll get all updates to the editor even if you never pledge again!) where you can talk about his maps and other people's maps, as well as lots of other things you can discuss about our games on the discord! Then you'll just pick to load the map pack it might take a minute or two to load on slower computers, but once it's loaded, you just pick to play and that's it! NOTE: These maps won't work entirely properly in v0.33 and v0.34, but they will work in v0.32 and v0.35 and higher. To play these in the v0.32 build or higher, you'll need to unzip the file to a folder wherever you like, and then navigate to the "custom maps" option on the title screen of v0.32 or higher. The maps have a lot of neat stuff in them, and gameplay concepts/mechanics that we can't put in the actual game due to gameplay fairness or plot reasons, but that's the great thing about custom maps there's no limits, so these custom maps have some pretty unorthodox stuff! :D For those who caught the stream, or those who didn't, either way, here's Jason Bill's custom maps!
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