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Thanks in advance.
Yes, but they're far fewer in total and the interconnections are much higher. You're right though, it may feel quite different when it's fleshed out. At the mo though it feels like there's a bit too much raw distance to cover one end to the other.phantazm11 wrote:Come to think about it...aren't the hallways in QL's Quarantine kind of on the big side?
Exactly my thoughts, I was going to write exactly same things.Foo wrote:definite improvements in the central area flow and MH room, and overall.
- Still feel the scale is off. Starting to feel more like it's the difference in height between the upper and lower floors (there's a LOT of height between the RL and MH in your last shot, by way of example. Personally I keep the average distance between floor levels between 192 and 256 units (about 4 big blocks in radiant). This feels much higher than that. As a consequence, you have to peer up and down at much stronger angles just to accomodate the height difference. It also renders the player with the height advantage in an even better position than normal. Would suggest dropping the height distance in the MH room, and the Rail room, and look at doing it in the Quad room also. central area feel about right, maybe a slight adjustment on either the ground or top floor to squish it up a touch. This'll help with that height/tight issue around the RA jumppad too, I think.
- Bottom area in the RG/YA room doesn't flow yet, the 25h definitely isn't worthy of its position, try a 50h or a pair of 25s down the corridor where the ammo packs are. Column obscuring the RG feels flimsy in contrast with the rest of the architecture.
- RL platform in the MH room is way oversize. If you drop the height difference (as above) then shrinking it down to half its current size should work out. Jumping across the room via the RL platform feels like more of a stretch than it should be, maybe add more of a ledge on one of the sides to shorten the overall leap.
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