Crysis Wars sandbox files - Level folder and Objects folder

Levels folder - 95MB

Objects folder - 9MB

Also I would like to explain how my elevators work in Crysis.

Essentially there are two phases of my in-game animations - the first is the arrival stage, where Keller and Merkel are taken to and arrive at the dining table; the second is the departure stage, where Keller and Merkel leave the dining table and return to the bridge.

These two phases are triggered in-game by pressing 'p' and 'n', respectively.

When 'p' is pressed for the first time, two elevator shafts rise out of the water and move skyward to connect with the offices of Keller and Merkel in the bridge architecture. Meanwhile, a large narrow platform containing the dining table slides out of the nearby terrain horizontally to form a cantilever stretching out over the water.

The offices of Keller and Merkel are in fact the elevators, as well. Once the elevator shafts have fully extended and connected with the offices, the offices will descend along the shaft down to the bottom of the valley. Once they arrive at the cantilevered platform with the dining table, the first phase of the animations - the arrival - is completed.

When 'n' is subsequently pressed, the elevator / offices of Keller and Merkel ascend the elevator shafts and return to their positions in the bridge architecture above. At the same time, the cantilevered platform containing the dining table retracts back into the nearby terrain to be concealed. Once the two offices have returned to their original positions, the two elevator shafts will disconnect and retract back into the water. Once they are concealed, the second phase of the animations - the departure - is completed.

While in-game, please do not press 'n' after 'p' until all features of the architecture have come to a complete stationary halt. The animations utilize simple delay timers that will become unbalanced if the different keys are pressed too quickly.

Also it is important to note, as previously mentioned, that the architecture for the meeting space in the valley and the accompanying dining table is not readily visible when the Crysis environment is first loaded. That aspect of the architecture is concealed, and will not be revealed until after the animations for the elevator is initiated. I have decided to model the dining table and meeting area as transitional and non-permanent because it reflects well the nature of 'the meeting of power' in the modern age - world leaders can meet in a multitude of different places nowadays; distinctly different from the age when people travelled huge distances to appear at the courts of the emperors of China and the kings of Europe.

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