Metal Gear Solid VR Missions ZZT v2.50
I can see why you'd need more boards to do what you want to do.
I think the little introductory corridors before the levels are unnecessary. If you are using contact for detection, I would suggest some tighter corridors in places and also explaining the vision of the guards and since they kill on contact, encourage the player to save before each level.
I know they were only introductory levels but the guards move rather unnaturally. They should pause briefly before changing direction, I think.
I really like that blue virtual background when you are in game, the entire menu interface should resemble that maybe. Your menus will be a bit different in ZZT than in SZZT of course.
Nice rendition of the tune!
I think the little introductory corridors before the levels are unnecessary. If you are using contact for detection, I would suggest some tighter corridors in places and also explaining the vision of the guards and since they kill on contact, encourage the player to save before each level.
I know they were only introductory levels but the guards move rather unnaturally. They should pause briefly before changing direction, I think.
I really like that blue virtual background when you are in game, the entire menu interface should resemble that maybe. Your menus will be a bit different in ZZT than in SZZT of course.
Nice rendition of the tune!
*POW* *CLANK* *PING*
- Quantum P.
- Level 17 Accordion Thief
- Posts: 1433
- Joined: Fri Sep 12, 2003 1:41 am
- Location: Edmonds, WA
- Contact:
the SOCOM, i made the board shoot a max of 1 ammo at a time
the FAMAS, max 255
the "C-5" :), #change bullet bomb
ya, there are some problems i have to overcome before i can start working on that again,
weapon mode is almost 100% done, i have to somehow shorten the extremely large levels and make workable cameras for advanced mode.
after im done with this, im going to make EXTENDED weapon mode in super zzt, where im going to make use of all boards per weapon, starting with the bomb. i like bomb challenges :D
the FAMAS, max 255
the "C-5" :), #change bullet bomb
ya, there are some problems i have to overcome before i can start working on that again,
weapon mode is almost 100% done, i have to somehow shorten the extremely large levels and make workable cameras for advanced mode.
after im done with this, im going to make EXTENDED weapon mode in super zzt, where im going to make use of all boards per weapon, starting with the bomb. i like bomb challenges :D
I like what I see, but that floor is too bright. The background with the blue and the wall with the brown looks a little funny too. The background looks fine, but I don't think it really goes with the brown. I like the lines creating depth, but the carets "^" don't really look like they connect to the slashes. Maybe you should thicken those walls a bit or use the triangle. 

*POW* *CLANK* *PING*
sorry for the delays, school got in the way =\
anyways, my new plan is to do the complete level layout before i start on enemies and such, since the game modes of a type uses the same map, by doing the maps, thats automatically half way done :D
Progress made: halfway done sneaking mode maps (therfore 25% done sneaking mode in total)
anyways, my new plan is to do the complete level layout before i start on enemies and such, since the game modes of a type uses the same map, by doing the maps, thats automatically half way done :D
Progress made: halfway done sneaking mode maps (therfore 25% done sneaking mode in total)