I'll have to see if there's some spare cash floating about this month to purchase...
Submitted by byrn on Fri, 2007-11-30 12:04
That doesn't actually look much like Morpheus. 3 buildings, but much larger and at equal levels, and much less multi-level up top. Also, a big circular walkway linking the 3?
The original Morpheus (UT) was very well done in that the subtle difference in building heights created invisible routes. The double-jump made that a bit tricker to achieve (as suddenly in low-G you could go that much further) making the conversion quite tricky. This is what hes referring to when he says the "floaty" feeling of Morpheus UT2K3/4, as the buildings had to be moved further apart to create the same routing. Putting all the platforms at the same height removes all the clever design that made for the fluid ariel combat, and if you miss the jump (or some bugger slaps some knockback on you), you can just land on the platform...
Inspired by Morpheus perhaps, but I can't see it playing in any way the same... I am sure that someone will have a go at a faithful conversion of the level though :-D After all, there just happens to be a level called Deck that ships with the game. A good level design will out whatever engine/game its for. Morpheus is a cracking level, it just needs the right person to do the conversion...
Comments
Ooo... good news.
I'll have to see if there's some spare cash floating about this month to purchase...
That doesn't actually look much like Morpheus. 3 buildings, but much larger and at equal levels, and much less multi-level up top. Also, a big circular walkway linking the 3?
The original Morpheus (UT) was very well done in that the subtle difference in building heights created invisible routes. The double-jump made that a bit tricker to achieve (as suddenly in low-G you could go that much further) making the conversion quite tricky. This is what hes referring to when he says the "floaty" feeling of Morpheus UT2K3/4, as the buildings had to be moved further apart to create the same routing. Putting all the platforms at the same height removes all the clever design that made for the fluid ariel combat, and if you miss the jump (or some bugger slaps some knockback on you), you can just land on the platform...
Inspired by Morpheus perhaps, but I can't see it playing in any way the same... I am sure that someone will have a go at a faithful conversion of the level though :-D After all, there just happens to be a level called Deck that ships with the game. A good level design will out whatever engine/game its for. Morpheus is a cracking level, it just needs the right person to do the conversion...