I'm currently creating a Tub level on my free time, its not going to be on the game because I dont work at facepunch but I still wanted to design a level from scratch using the same graphic style and mechanics tub has.
The level is called: Pyramid here's a image of the level entrance/ first checkpoint:
Will post updates on progress with images,videos and text
Working on the interior, these are the planned rooms/chambers for the ground level:
Corridor: Has a deep pit full of spikes while the ground level is covered with tiles, some break and some dont.
Main chamber: This is the mid point where you can go to all the rooms, in the center there is a pedestal where you need to place three objects in order to move to the second level.
Parkour room: Has different platforms and blocks letting the played climb up to reach the first trophy ( also utilizes the new wall climb mechanic).
Labyrinth room: Dark corridors, parts on fire, parts without floors, parts with traps,etc this labyrinth wants you dead but you can evade some obstacles by pushing big crates into holes on the floor and to discover hidden passages into the secret chamber where the second trophy is.
Rope room: Utilizing the same idea as the seat that swings on the devtest map here there is a bunch of ropes you can swing and jump? depends if rope physics are implements (if not then they will be just static or doing prebaked animations). Also combined with some moving platforms everyone likes.
Second level is above with only two puzzles room probably or just the final checkpoint.
Working on the entrance corridor, missing the tiles that break and makes you fall on the pit.
Custom maps from the Steam workshop would be a lot of fun. Human: Fall Flat (similar style of game) is seriously being held back by the few maps it has and the community is pushing for workshop maps.
The wall and floor details are amazing
Now with the main chamber (still WIP)
hire this man
Almost finished decorating the interior of the main chamber, some images.
That looks good as fuck dad.
Looking sweet, dude
Started back again with the map, thinking how to distribute different types of challenges on the Parkour Room
Super early, rough and quick models for the parkour area (moved it to unity and added the lights to check dimensions)
Level is finally planned so I started making the actual models so I can then add the parkour bits to it
Can't wait until it's fully done, looks good in-game atm
Made a long shaft where the player needs to carefully go down, still working on the parkour room.
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