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Message for Dom536

Discussion in 'Infiltration Development' started by bastard_o, Feb 16, 2000.

  1. bastard_o

    bastard_o Lead Designer

    Aug 20, 1999
    Likes Received:
    Hi Dom536

    Oddly enough this caught my attention /infopop/emoticons/icon_smile.gif I happen to be the author of the two levels you mentioned, Terrain will not be changed, but as luck would have it I am porting the Hillbase level at the moment, because I had a few requests for it (Plus I like it too ).

    My plan you will hopefully will be pleased to
    know is this...

    You gave me a good idea... Thanks...

    I have redone all of the path nodes, what a job /infopop/emoticons/icon_frown.gif but it really needed it.

    I will be at the start of the level starting each team in a seperate halfs of the level.

    So there can be a big rush to take the base, I can then trigger all player starts of both teams to spawn into slightly closer locations .

    I have thought about this for a while now and I think that would really work well, there will always be a constant battle to control the base...

    Any input would be cool too, I will not be changing much of the main geometry, because the poly count is only just exceptable as it is, unless of course some clever level analysis comes up with a cunning plan /infopop/emoticons/icon_smile.gif

  2. INF_Neo

    INF_Neo Infiltration Sound Engineer

    Nov 30, 1999
    Likes Received:
    Make sure to tweak it a little bit /infopop/emoticons\icon_wink.gif so it's more exciting to play it. Maybe a bit more cover when you storm the base

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