Metal96
Member
Perhaps instead of tearing down the walls, stagger them to provide variety, and then add detail to the "staggers" to give visual buffer while leaving the floors the player will be on simple. I did this in a mod I'm working on (links are to images). Also, in the way of detailing, does no one remember Fawfulfan's Greenflower Sunset Zone...?
As an explanation to my images, note that how in the images (particularly the second and third) the walls that (technically (knux and tails break this)) bound the player are not straight up vertical as they are in GFZ2 but rather staggered and detailed so that the environment feels more engaging and [insert better word than 'realistic' here]. If I designed these sections like GFZ2, they'd just be, well, straight walls, which would be quite ugly. GFZ2 needs some--nay, a lot--of this. Maybe trees as well. Trees would be nice.
Actually, trees are a great idea for GFZ.
Also, don't complain on the scenery object overkill in these images. I know it's overkill, just cleaning it up is not high on my to-do list for this map currently.
As an explanation to my images, note that how in the images (particularly the second and third) the walls that (technically (knux and tails break this)) bound the player are not straight up vertical as they are in GFZ2 but rather staggered and detailed so that the environment feels more engaging and [insert better word than 'realistic' here]. If I designed these sections like GFZ2, they'd just be, well, straight walls, which would be quite ugly. GFZ2 needs some--nay, a lot--of this. Maybe trees as well. Trees would be nice.
Actually, trees are a great idea for GFZ.
Also, don't complain on the scenery object overkill in these images. I know it's overkill, just cleaning it up is not high on my to-do list for this map currently.
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