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Finally another level. Actually, back in
December I started learning how to do custom weapons. (more than
I expected).
After completing two of them to use in my upcoming weapons tutorials I didn't want them in just some boxy demo room, I wanted you to see them perform in a real level. Vortex 1 was just way to big (ask anybody) and all it's bells and whistles were more suited for a single player. I chopped (and I do mean CHOPPED) it down to a medium multiplayer that really keeps the pace moving. And Vortex 2's script is compiled for Window and Linux (Thanks Shiva) |
I removed the objects from the main room and simplified it's architecture.
The improvemnet in performance was well worth it.
There's still a switch to turn on Vortex tube but the swirling effect
was removed.
The Glass throughout the level still breaks but now it starts off as
breakable. After a few minutes some becomes breakable.
A few minutes later some more. Then at the end the first
ten minutes the remainder is breakable. This was acomplished by
started with a non-breakable texture. When a timer goes of this
script changes the portal's face texture to a breakable one.
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My first custom weapon.
The Wasp replaces the gunbouy.
With three sheild ripping omega streams this faithful guard dog will help you defend entrances to rooms, tunnels, energy centers and flag bases. Use two or three to set a trap or tuck one into a dark corner for a rude suprise. Here's everything you need to add a WASP to your level: wasfls.zip |
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The cyclone with an attitude problem. This Hornet deploys 5 stingers. They will chase your opponets down, rattle his cage, then blast their hull. Great fun out in the open but if a stringer misses it will stick to an object then blast making it just useful in tunnels. Here's evething you need to add a HORNET to your level: horntfls.zip |
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