And here comes the second update from Separate Ways – Chapter 4.
All comparison shots are from the first area, as the other 3 rooms are almost the same as what you saw in prior posts from Leon’s campaign (you can still see these areas in the video below).
What’s special in the first area? As you saw in last week’s update, this area now also has baked-in shadows, a lot of lighting adjustments, and 3D improvements. But for the first time I’ve done something really “big:” I created a new portion of a room from scratch!
Why would I do such a thing? Simple: Did you ever notice how the room transition from the destroyed road area to the room where Saddler kidnapped Ashley is somehow… forced? How is it possible that Ada climbs a ladder (apparently inside of a some kind of well-shaped structure), only to immediately break through a window and fall into a new room??
If you combine all the area maps, you’ll notice something is missing between the ladder and the broken window. I just filled in the gap between those two points.
You can see the result in images below and in the video: there is now a fully functional ladder that leads Ada to an upper level. The enemies will also follow you and you can descend and climb up again with no issues. All collision and gun laser limit data is adjusted to the new geometry, new light sources have been added, and all sizes and structures perfectly match the adjacent areas of the game.
I’m quite happy with the results because I’d say there’s no design / quality difference between the “official” part of the area and the new portion. The entire thing is pretty well-integrated.
Let me know what you think about this! 🙂
Sorry Speedgamers! Your Separate Ways play-through will last 10 additional seconds. 😛
This video includes the first attempt of the new Ada’s path:
And after a lot of revision this is what I’d say is the FINAL version of the new Ada’s path:
And finally, a detailed map that combines both Leon’s and Ada’s areas so you can understand easily the reason of the new path I created: