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Pipeline:map_6 is where connects both path separated from map_1.

Which is also a great spot to place another save point.


To connect the path from the map_5, map_6 must have the Elevator from below (and there will be gimmick for 'unlocking the short-cut'). else than that, save point will be the only trait of this map.


In map_5, Elevator reaches up to the building. Inside of that room will be displayed in map_6, as well as the 'Fluid tank' beside. To provide the path to the other side of the fluid tank, there will be tunnel connecting each side.


Starting from the Room. The room, the bottom part of the map_6, is undeveloped section. contrast to the paved upper part.


Elevator in this room was pain in the A. to secure the perspective it had to divided into lots of layers, and ordered correctly.


Here's design of the upper part, the paved section. manhole for the path from the cave, tunnel to connect each side of the fluid tank.


After I actually put the design into the game. I noticed that player's jump height was not enough to climb up to the manhole. There was a few cheaky way to solve the problem, but none of them was a "great" solution.

So I just decided to 'boost' the Jump force only when player tries to get out of the cave.



I wanted save point to have a some kind of 'soothing' atmosphere. Grass sways by the wind, glass reflects lights, waterfall falls over the glass.


Waterfall behind actually can be the hint for the next objective.

waterfall from the cracked pipehole leads to waterfall on map_5, which is blocking the way to the other map, suggesting that stopping that waterfall will open the path.

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Anonymous

if you are trying to find a way going down ladders and floors allow the character to go through the objects that you want her to go underneath by holding the down arrow for a new seconds so every step of the ladder can be used instead of lowering the whole map in the future