- February 16, 2016 at 12:16 am #1033DarkhorseKickstarter BackerTopics: 2
It’s a challenge, but it’s something I’ve pulled off before and would rather have the option of doing, even if it’s bad value for money for the Overload developers to attempt it themselves.February 16, 2016 at 11:09 am #1082MAKAsaurusFLEXParticipantTopics: 0
UGH!!!! That’s the one. Thank you. I was trying to grab it off Pooterman but I couldn’t remember it.February 16, 2016 at 11:10 am #1083MAKAsaurusFLEXParticipantTopics: 0
Oops…I replied to the wrong post. Thanks. Ugh was what I was looking for.February 17, 2016 at 3:31 pm #1255homeyduhKickstarter BackerTopics: 8
Random thought/question. I don’t think it will, but will 4 dimension be supported? I’m referring to how 2 cubes can reside in the same location making a 4th dimension.February 17, 2016 at 8:50 pm #1298Luke SchneiderOverload TeamTopics: 10
Nope, no 4D levels. Since we’re using a more standard physics engine, it would be extra work to support it (possibly a lot of extra work).February 17, 2016 at 11:21 pm #1306DacienKickstarter BackerTopics: 8
I am absolutely okay with an underground mine type theme. The outdoor areas in D3 were cool (Tokyo comes to mind), no question, but that didn’t make the mines of D1 or D2 less cool. It actually creates a more focused environment, and with the OG creators at the helm, I am full of confidence that the levels will be awesome.February 18, 2016 at 1:51 am #1310homeyduhKickstarter BackerTopics: 8
Ok that’s totally fine. It was a nice feature with interesting results. Any other cool mapping features? I noticed teleports, but would something like seamless teleports (like xonotic https://youtu.be/lOrUJsg7DB8) be plausible? I think something like this would work almost perfectly with Overload and unlocks a ton of mapping potential…of course if the coding for it isn’t too crazy lolFebruary 25, 2016 at 1:02 am #1716ThrakaKickstarter BackerTopics: 2
Personally I like the outdoor stuff to be transition based, flying from one point A to B or C and reentering the level, small transitions between areas.
If they could somehow support that I think it would go a long way for creative immersion.February 25, 2016 at 10:17 am #1729CDN_MerlinKickstarter BackerTopics: 15
With big maps, if they are made right, people will play them but they will always be better with 10+ people. I’ve played D3 Pyroglyphic with 10-12 people and it rocks. You never have to move far to get into action.
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