Wolf wrote: "Hey! What I'd like to see you do would be a big time square like place...maybe really run down with lots of enemies to fight. You can send the player through police blocades and parked vehicules to keep the AI constraints and spawning in check."
you'll like those firefights a lot!
here's some more screens of level 1: im putting the finishing touches on it. It's one of those dishonored style "branching paths" levels so if you prefer to leave a trail of bodies in your wake, you can get a chopper in the backyard and ventilate some hired guns on the main street outside the gate, or you can take the roofs and if you're sneaky, avoid killing a single guard.
and heres some pics of the latter method
and despite its numerous flaws and annoyances, Gameguru really can handle a lot more than FPSC and a lot more smoothly. from the helipad winzone on top of the targets building at the end of the map, I can look out on the whole city with occlusion at only 10 and maintain 60 fps at all times.
at this point, it appears as though I'll do a flashback scene at a different time of day a few years previous as an excuse to make some changes to level 2 and call it level 3, then call it a game.
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