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>> No.4665380 [View]
File: 100 KB, 1024x768, capt0005.png [View same] [iqdb] [saucenao] [google]
4665380

>>4665370
The difference is that pretty much the entirety of the episode is on the same level of that screenshot I posted.

And even then in your screenshot it's already a lot better: not everything in on the same height level as in there is a slope to make it more interesting and the current room isn't on the same height levels as all the adjacent rooms;
The architecture isn't just 'rectangle corridor leading to square rooms that are all on the same level', there are variations, places for cover.
In terms of layout those toilets serve the purpose of 'side B path' to enter a room with lots of enemies from a more advantageous position. In PnP that entire area is just random succession of rectangle rooms.
The lights are actually interesting: you have actual light spots with strong shade lines, not 'entire ceiling is a light texture', and the main light can be turned on/off
+ small things to make it more interesting like the mirror, the interactive toilets, or hell an actual functional swing door.

In that corridor in PnP he literaly put on fire extinguisher on top of a crack in the wall because he couldn't figure out how to make the wall explode with the fire extinguisher alone.

The entire thing is randomly and quickly done rooms put next to each other. Not only there is no coherence, no bigger vision, but each room has shit design. Only a few areas and ideas, if taken as is out of their context, are interesting in PnP, like yeah, the racetrack, but as soon as you think of it as a whole, besides 'the race track look', nothing works or is remotely professional.

I do not see what people see in PnP.

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