Take the fight to The Burrows
Optimization, revision, playtesting, detailing – E2M2 has seen its fair share of work over the past few weeks. In particular, we’ve dealt with some cruel compiling, lighting, and more. But now, we’re doing the final checks, adjustments, and placement as we play through the map thoroughly in the coming weeks. And before long, E2M2 will be fully finalized.
A detailing wind blows through The Eventide Wastes
While it’s a work-in-progress, check out this latest detailing for the entrance portal to E2M4 – ‘The Twilight Altars’. WRATH’s second hub map is rapidly taking shape!
In other news…
Aside from our progress on E2M2 and the second hub map, here’s an overview of a few other corners of WRATH we’ve been chugging away at: LEVELS- E2M5 is seeing steady progress on the meshing of its terrain.
- The second hub map – the Eventide Wastes – is receiving some much needed TLC.
- E3M1 is steadily receiving further detail work.
- The ‘Generator Room’ in E3M4 has been constructed. Next up will be the upper Generator corridor.
- E3M5 is seeing further work on the final fight of the map, as well as revision based on playtests from the last few weeks.
- We’re currently bringing a fresh perspective to the third hub map – The Wretched Kingdom – and beginning to outline our next steps on the map.
- The 2nd Boss map saw significant blockout progress.
- The 3rd Boss map also saw some experimentation over the last 2 weeks.
- The Keeper is now in its final stages of animation, coding, and sound. Very recently, we’ve been testing it in combat, making sure it performs its intended role.
- The 2nd boss saw modeling progress – bringing its visuals to fruition.
- The in-game journal has seen a significant amount of work; particularly on the relic sprites for episode 2, which the player will be able to use to unlock the 2nd Boss.
- Pixel art for a variety of artifacts saw great progress.
- A number of textures for episode 3 – in particular E3M1 and E3M3 – was produced.
- The Key Models saw improvements in terms of scale and in-game readability.
- The Episode 3 wall-mounted light models were finalized, and tinier versions were made to allow our mappers to have greater variety on the detailing of their maps.