Melan on 20/4/2016 at 20:34
My favourite bizarre room in the castle was the one with the non-operational elevator shaft under a canopy, and all the junk around it. Inspired, utter weirdness.
Squadarofl on 20/4/2016 at 21:34
Shadowdancer/Melan -> Thanks! That's exactly We've been trying to achieve! When we're building something, we like to imagine a story that goes with it (and how we can tell it without too much readables :o !). That way, even if the architecture is boring, they feels more unique, mysterious and memorable
As an example : the storage room full of junk is actually a very old fountain room, the shaft was where the water came through but nobody used it since it flooded the room on the first try :D
Shadowdancer on 21/4/2016 at 06:03
Intriguing. Any chance you wanna share these untold background stories with the community? A "making of draft" doc-file in a GOODIE-Folder perhaps? Or are you saving ideas for the upcoming campaign?
Anyway, a slightly flooded room in one of the upper stories of a building due to a malfunctioning water pump sounds memorable, too. :cheeky:
Edit: Forgot about the flooded altar room in the hammerite priory
Squadarofl on 21/4/2016 at 21:00
Sorry but I won't :p . I think it feel more darker and mysterious that way.
But let me correct you on this : the flooded altar is actually built this way, think of this as the hammerite equivalent of misogi (ritual purification under a waterfall :D )
Melan on 22/4/2016 at 11:14
Well then. I thought it was just flooded, too. :p
Shadowdancer on 22/4/2016 at 18:47
I knew that water dripping pipe looked suspiciously deliberate in its position.
Well let me put it this way then. I find the place of Magadan the shopkeeper dark and mysterious no matter what insightful story you might provide ;)
Squadarofl on 26/4/2016 at 13:22
He's a sick man, but he's not evil. Let's just say dwelling in darkness surrounded by grimoires of forbidden knowledges is bad for sanity ;)
You'll see more of this theme with the upcoming campaign The Black Parade.
Anyway I'm honored to see you're very interested with the stories elements we have imagined for this map - it mean we did a great job avoiding boring readables and audiolog syndrome ;)
TheDarkOne93 on 23/5/2016 at 20:32
How come all mods have to be disabled before playing this series? (Technical answers are appreciated.)
Squadarofl on 23/5/2016 at 22:29
In truth : none beside texture choices and how we aligned them. :D
Melan on 24/5/2016 at 06:39
What answer could be more legitimate? If you are playing this mission with an updated texture pack, you are damaging the artists' vision!