Hi all : )
I have to say that Paranoid is closer than never, this version took me much more time than expected since is a total rework (it deserves it). When I opened the Parnaoid source file in the hammer editor, I couldn’t believe such a bad mapping, so I wanted to rework it all. I had, aswell, crash problems and I put many many things in the new version (I spent a lot of time with this version).
I still dont have a name, so, help me! what do you think about these?
Suggestions accepted
I have to admit that I was pretty busy 10 days ago with some works or business, so I didn’t work a lot. But now, I’m on full performance again. I already did the difficult/hard/annoying part, and I tested all the modes already (anyway I need a pretty long test for this, I will ask many ppl as possible).
The things to-do in my list are:
- Put the items at 2º labyrinth (just put)
- Put the triggers at 1º and 2º (just put)
- Put the special special weapons as secrets
- Put the monsters (just put)
- Put the music
- Some extra things I will not put there (easy cake)
I would like to show you some pics that could be interesting. You must know that some things have changed consideraably, these are the next:
As you see, I have skill with Paint. The pictures shows the main differences and important gameplay changes:
- The mode selection: 16 modes, just 1 to be selected. Every second, a mode is discarded (breaking the block), and the last one will be selected. The winners can discard the modes they hate with shooting the hated modes, you can do this while there more than 8 modes to be selected. The super winner (only one survivor), can discard at any time.
- There are 4 different zone types: the egypt , Paranoid Ultimate, metal, and wooden zone. They are very different and the gameplay will be pretty different at each one if Volcano or Vertigo mode is selected, or if you are going at the upper zone.
- First labyrinth has two levels: each zone has two paths, the upper and the lower one. The upper is more secure but no weapons/items are spawned there. If you go through the upper level, you can use the doors like bridges.
- Doors go down and up: instead the instant appear/dissapear, now, doors can be used to go to the upper level, and will not stuck you anymore (anyway the stuck thing is funny).
- Core entrance hold spot: defend time has been increased; the visibility has been increased since now, there are no walls but a very deep precipice. To defend you may use a trap (that works against humans aswell, for fun). There are 4 trap types: wind push, rotating platform, freezing cube and inclination platform and their effect are short but the cooldown is short aswell.
Well, thats all, sorry for my English; I wrote this pretty fast. I hope you liked. Feel free to opine about this, specially about the paint pictures. Remember that it is not finished yet, and there is no VRAD compile (sucky light in the pics).
I hope to finish the map soon, I need all you to test. Sure you will have fun!
PD: Tony recently talked to me about a crashin problem in Mount Doom. It uses the classname. A fast fix will be published.
PD 2: Last Man Standing still in my mind and heart : )







