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In current situation, there are total 4 maps. and its placement is like this:

So Firstly, I wanted this the dome-like room to be placed in the middle of two liquid tank.


Secondly, there's two different way that player can choose after the first save point.

So I wanted to make next savepoint reachable whereever player choose to preceed.


Thirdly, as we have these liquids all over the 'Pipeline' themed section. I wanted to express the use of the liquid.



So in conclusion, Concept of map_5 are following

[Animated Obstacles]

[Ampule Making Visualization]

[Road to another fluid tank]

[Connected to next save point]



The first thing that I've started to handle was to make animated obstcles using 'liquids'.

And there were two ways to make liquid as obstacles I brought up.

I chose the simple solution, the first one, as I didn't have confidnece to make second method to blend to the map.


Making its animation and implementing it took the most time, but I can't find the way to deliver why it did.



As liquid is overflowing to everywhere, platform should be permeable to make the route passable. And I always had an image in my head for when this kind of situation comes.

This is a concept image from 2020-08-10.

Ideas of lane above 'fluid' lake, pipes, and ampules. It suits to the maps concept perfectly.



As there should be place for stretcher, I made a room for them instead of animated obstacles. I like current one better as the plan I had before was somewhat factitious, isolated.

tho I still don't have a idea how I should make a route to the upper level (top-left corner)


At first, I was about to make map_5 to a room full of moving platform. Even with totally different map design, I used moving platform in few places.


- Complete view for the completed map

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Comments

DoomMaGeddon42

Woah looks amazing! A little thing I can point out, is that making the vials fill so quickly makes me think they should be overflowing, maybe making them fill slower or moving the vials faster would look better =P

applepopsicle

Absolutely right. as overflowed fluids shouldn't touch the player by following the level design, I'll make it 'looks like' overflowing using bubbles and gradation so it can express sprayed fluids. It'll be applied on the next update!

Anonymous

this is quite interesting opens the possibility for simple puzzles and such it also came to my mind you can have a dripping effect from pipes through small areas or tunnels