Sentences with phrase «doing map layouts»

My days can be spent in front of a script, in 3DS Max doing map layouts, talking to coders and artists to see how they're getting on, writing documentation, sending emails to the boss men to get their thoughts on things, trying to organise everyone ready for a play test, and getting tea.

Not exact matches

Level design doesn't even begin to describe what goes into these maps, as they take into account far more than ledges to climb and the layout of the land.
18.5 ″ is a very wide Economy Class seat (especially on a 777 with 10 - across seating) so I'm not sure if SeatGuru has got the numbers wrong or if this has something to do with the staggered layout of the cabin rows that the seat map shows:
When I book an economy ticket and the seat map opens, not only does it display the usual economy seats in a 2x5x2 layout, but it also opens up the Business Class ahead which is in a 2x3x2 layout, with angled flat seats.
In Skyward Sword, not only does the Dungeon Map show the layout of the dungeon, but it also takes the use of the Compass, and also shows all the Treasure Chests and other notable stuff on the map itseMap show the layout of the dungeon, but it also takes the use of the Compass, and also shows all the Treasure Chests and other notable stuff on the map itsemap itself.
There are tons of details in the units and level layout, and I did not notice any repetitive textures like many RTS maps are plagued with.
- dungeon maps are a 3D model - specific locations you need to pursue are marked - can't see a floor - by - floor layout - no compass - dungeons are smaller and less labyrinthine - dungeons have a friendly voice guiding you that offers general hints and warns you of the boss - this voice is not heard outside of the dungeon, and Nintendo has not mentioned who the voice belongs to - dungeons do not hide items that are required to complete the dungeon - bosses won't be based around a singular dungeon - focused item - when you find a dungeon, you need to make sure you have everything you need, and lots of it - one dungeon has pockets of a poisonous, sentient liquid that hurts to touch - this substance is called malice, and little eyeballs will sprout from these patches - attacking the eyeball will clear away the malice and sometimes constituted a small puzzle - diamond - shaped switches that can be activated with an attack are present, and still react to your sword, bombs or arrows - in one dungeon, after activating a switch with his Sheikah Slate, Link was able to control the dungeon slightly - when looking at the map, he could tilt the dungeon in order to open new paths or to make blocks and switches slide around
You're better off learning the layout of the stage rather than relying on the map, and expect to run around a bit as you figure out exactly what you have to do.
Although the various boards have plenty of funky spaces that do things like change the layout, shoot you across the map, or drop you into a brief minigame — these are the Candyland slides I mentioned — the basic motivation for each player is to get around a circuit to collect suits by passing specific spaces.
No matter the hours put into the story mode, I do not believe that the layout of the map will ultimately stick within the player's mind.
These maps offered both fair and balanced layouts and didn't favour one side over the other — a problem that continually plagued Black Ops 3's multiplayer maps.
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