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CITADEL - The Hollow Mountain

By schreppybroepke

  • schreppybroepke
    OWNER
    schreppybroepke left a comment
    Lucid, VectorSlinger, Camian, THE___TWITCHER : Guys, thank you SO much for your help! This has been instrumental in getting this level over the finish line! In fact, would any of you be interested in taking a look at the whole, tweake
  • Camian
    Camian left a comment
    (1) First off: Great work! I love the atmosphere and the design - and it's very impressive how the scence as evolved in the course of the last updates. Bravo!
    Especially the new/fixed stairs really are a game changer - it makes such a huge difference!
  • THE___TWITCHER
    THE___TWITCHER left a comment
    If you press jump while descending on the lift, black does indeed enter a continuously falling state, maybe speed still needs further tweaking.
    Finally, when I climbed onto the final elevator, Red failed to pathfind properly, and fell down the shaft!
  • THE___TWITCHER
    THE___TWITCHER left a comment
    Yay! We've gained a powerup! The ability to climb stairs 😆. Nicely done, I spent five minutes just gleefully running up and down.
    Black still doesn't line up correctly with the button for me. He seems to be aiming at a point to the left of it.
  • VectorSlinger
    VectorSlinger left a comment
    6) The spotlight lighting the cave exit is very harsh, and especially obvious if you turn around and look back once you're on the ledge. Consider blurring the edge of the spotlight (diffusion angle, I think?)
  • VectorSlinger
    VectorSlinger left a comment
    5) During the reunion cutscene, Red's arm rotates strangely. May need to add another keyframe to help guide it correctly.
  • VectorSlinger
    VectorSlinger left a comment
    4) When riding the elevator down outside, I could still hear the rattling chain SFX. Consider reducing the zone (or using a zone) so this effect only plays while inside. Use the wind effect instead?
  • VectorSlinger
    VectorSlinger left a comment
    3) When I pressed the button, the character tried to squeeze into the left side of the alcove rather than standing in front of the device.
  • VectorSlinger
    VectorSlinger left a comment
    2) The camera pointer trigger zone for the mural above the door is very small. Consider extending it a bit more both forward and back. Maybe tilt the tunnel roof so the mural is visible from farther back.
  • VectorSlinger
    VectorSlinger left a comment
    1) I almost hit the fall limit jumping down onto the elevator ring in the outside section, possibly just because it's a jump over a bottomless gap. There are a few ways around that. Let me know if you need advice.
  • VectorSlinger
    VectorSlinger left a comment
    I played the demo - this is meant to go in the middle, right? I thought the lore murals told a good story in the demo, and see echoes of that here. I have some technical feedback (and also had some thoughts about the demo if you're interested).

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