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- > Ah, it is hard to explain.. imagine yourself standing in a dark
- > hallway.. it's been very bleak and deathly looking.. while traveling you
- > stumble upon this secret room/corridor where the walls are so alive and
- > differently to what you normally find that it produces an odd sense to you
- > as it was much different than what you've found before..
-
- This is just brilliant. I would also like to have different rooms like a flat
- there people used to live and you can see the kitchen, library etc.. all
- abandoned because of something...... arrrgghhhh!!!! =:-\
-
- > Well, that is my opinion and how I thought those would be used.. even if
- > one of those textures takes up one tile space, it can be used for a special
- > reason such as a teleport, enemy pod hatcher, etc.
-
- Birdy num num. :-)
-
- > I wanted to add real quick that a real easy way to animate these tiles is
- > to use Apex's morphing feature.. Take the same tile and duplicate it onto two
- > different frames separated by a distance in blank frames.. using the 'area'
- > to chose blocks(such as the fire holes) and the non-linear drawing studio,
- > you can darken/brighten these areas by hand. Using the morph, you can have
- > the tiles morph into the other tile which should now be different.. played
- > back, you have a pulsating light/dark tile.. it looks really neat and at
- > times, even a little bizzare.
-
- Chees doodles! :-) I must say that you do have many many ideas. I think
- we should let Robby design the _BIG_ official level (the CD-ROM one ;-))
- and Bertrand the little one (I have nothing against your ideas Bertrand,
- but Robby have sssooooo many great wonderful crazy ideas, atleast I think
- he have).
-
- He will probably need a lot of help and maybe Anthony can get DEU to run
- soon that will let Robby test some of his own ideas and see how it will look.
-
- //Magnus Kollberg
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