How hard do you think it would be to introduce terrain or speed movement variation to Pistol Whip? For example, moving up or down angled inclines or stopping at certain sections, say like in a lift, then have that lift raise or lower to a certain height before letting you move forward again once. Would be cool, too, if they could make it that after a gentle slowdown to a stop you could stay in an area or arena for a bit before then continuing on to move in another direction after being prompted to physically face that new direction or something. At least then all future Pistol Whip levels wouldn't always be so boringly linear and predictable. Think I'm expecting a bit too much from their SDK or whatever they plan to release to the public? lol
@@crankor Would they, though? If you're standing on something solid in game as it goes up or down, I don't see how this can happen. I mean, there's plenty of elevators in VR games already that I can think of that produce elevation changes where this isn't a problem.
@@echelon2k8 Unless it's a seating experience "I expect you to die" or the motion is directly tied and controlled by your actions like "Lone Echo" having elevation is generally a bad idea in VR. Especially if you have to erratically dodge incoming bullets.
@ProDirt I've been waiting for custom enemy paths to properly recreate this but I was actually thinking the other day of atleast getting the level itself transferred over. So I guess we shall see
@ProDirt almost every enemy in that map follows a custom walking path. I could attempt to recreate it without them but I'm not sure how different it would end up having to be
I heard an official one is in the works. I imagine there's a bit to consider when releasing such a thing that doesn't really make it a high priority at first. Maybe it just took them to see what people could do with the unofficial one to get it on their radar
Looking great, I like how the aesthetics fit in with the art style of the game.
Also, 1:41
The entire map is beautiful. It kinda puts my environments to shame! :D
Good job dude.
Nice job! Keep at it!!!
This is awesome Crankor! Can’t wait to try it out
intresting, didnt new that there where complet custom maps, only thought there war songsswaps ö.ö
How hard do you think it would be to introduce terrain or speed movement variation to Pistol Whip? For example, moving up or down angled inclines or stopping at certain sections, say like in a lift, then have that lift raise or lower to a certain height before letting you move forward again once. Would be cool, too, if they could make it that after a gentle slowdown to a stop you could stay in an area or arena for a bit before then continuing on to move in another direction after being prompted to physically face that new direction or something. At least then all future Pistol Whip levels wouldn't always be so boringly linear and predictable. Think I'm expecting a bit too much from their SDK or whatever they plan to release to the public? lol
Elevation changes would cause motion sickness so I doubt that will ever be an official thing.
@@crankor Would they, though? If you're standing on something solid in game as it goes up or down, I don't see how this can happen. I mean, there's plenty of elevators in VR games already that I can think of that produce elevation changes where this isn't a problem.
@@echelon2k8 it Def does. From my own and many other experience
@@crankor In EVERY game with elevation changes or just those that don't handle it correctly? Can you name any good examples?
@@echelon2k8 Unless it's a seating experience "I expect you to die" or the motion is directly tied and controlled by your actions like "Lone Echo" having elevation is generally a bad idea in VR. Especially if you have to erratically dodge incoming bullets.
Can you provide a guide on how you I'd this? I got a song I would love to make
Everything is in the modding discord i linked in the description
This map ever make it into the custom maps?
@ProDirt I've been waiting for custom enemy paths to properly recreate this but I was actually thinking the other day of atleast getting the level itself transferred over. So I guess we shall see
@crankor some of the maps have enemies going all over the place. You mean like the ladder pathing?
@ProDirt almost every enemy in that map follows a custom walking path. I could attempt to recreate it without them but I'm not sure how different it would end up having to be
Ridiculous how long the developer is making us wait for custom level/music support when some games release an editor on day one.
I heard an official one is in the works. I imagine there's a bit to consider when releasing such a thing that doesn't really make it a high priority at first. Maybe it just took them to see what people could do with the unofficial one to get it on their radar