I've begun putting some more work into my maps as of late - in particular, since the public release of Zone Builder, not to mention the advent of slopes and proper slope physics.
In the last couple weeks I've picked up Frigid Peak act 2 again, continuing with my previous improvements as well as adding slopes where appropriate. The entire level now covers much more surface area and incorporates more branching paths, with further focus on caverns and underwater areas.
I've also worked more on the visual aesthetic of the level design. It took me a while to work out this translucent ice, I had to use custom water blocks that don't render planes. This unfortunately clashes with my translucent ice bobbing platforms if you land on them from high enough, and I'm unsure how I'll deal with that, but otherwise I like the visual effect much more than opaque ice. In addition to looking nice it also helps me tease the player with secrets which would otherwise be totally hidden from view.
Beyond just adding sloped ground where it makes sense, I've employed the use of slopes in little scenery bits here and there as well. The big glowing gemstone above is a simple effect to look at, but was slightly tricky to work out without using vertex things. I'm happy with how it turned out in the end.
In general, Blue Heaven as a cohesive level pack is in complete disarray right now, everything is up in the air. I wouldn't dream of releasing any part of it right now, but I'm working toward bringing it all back together. But right now, because everyone keeps asking me, I want to make it official: I'm still working on things. Just don't get too hyped; anyone who has known me long enough can tell you in no uncertain terms that I take it slow. Besides which, since I'm adding slopes, Blue Heaven's next public release is technically dependent upon 2.2 :V
In the last couple weeks I've picked up Frigid Peak act 2 again, continuing with my previous improvements as well as adding slopes where appropriate. The entire level now covers much more surface area and incorporates more branching paths, with further focus on caverns and underwater areas.
I've also worked more on the visual aesthetic of the level design. It took me a while to work out this translucent ice, I had to use custom water blocks that don't render planes. This unfortunately clashes with my translucent ice bobbing platforms if you land on them from high enough, and I'm unsure how I'll deal with that, but otherwise I like the visual effect much more than opaque ice. In addition to looking nice it also helps me tease the player with secrets which would otherwise be totally hidden from view.
Beyond just adding sloped ground where it makes sense, I've employed the use of slopes in little scenery bits here and there as well. The big glowing gemstone above is a simple effect to look at, but was slightly tricky to work out without using vertex things. I'm happy with how it turned out in the end.
In general, Blue Heaven as a cohesive level pack is in complete disarray right now, everything is up in the air. I wouldn't dream of releasing any part of it right now, but I'm working toward bringing it all back together. But right now, because everyone keeps asking me, I want to make it official: I'm still working on things. Just don't get too hyped; anyone who has known me long enough can tell you in no uncertain terms that I take it slow. Besides which, since I'm adding slopes, Blue Heaven's next public release is technically dependent upon 2.2 :V