I have finished creating the link between the waterfall and docks as i talked about doing before, you can now walk along side a small lengh of beach which runs from the waterfall/swamp area all the way to the docks. Part way along there is a incline up the cliff face to enter the lighthouse, also along the bottom of the cliff is a tunnel entrance which has exit all over the map. This serves a few purposes, one it makes the map much feel much more open, and it will also server for a good starting area should the map ever go multiplayer. You can now access different parts of the maps many different ways, i am trying to create a sort of 'free roam' idea to the objectives, though this does prove to be quite difficult For example from the start (crashsite) if you feel up to it you could take your chances and try assaulting the enemy base right from the start, alternatively you could avoid this untill you have cleared around the base, these areas include clearing the beach defences, assaulting the lighthouse and many others. I have been working on getting the AI to respond to what area you are in, you could try a stealth approach to taking some objectives but if you fail or try to take an objective that involves a distraction (such as blowing something up) then if alerted the ai report to your area, this can work in you favour sometimes as thinning out the the density of enemy in some areas can make you job much easier. So things arer looking up. The free roam is working well, it offers a brand new 'feel' to the game, all though the end objective remains thr same the way you go about it can effect what happens later. Thanks for reading. |