30_05_2010 ~ 3

The scene after throwing the molotov. The centre ogre is alight (flame on its back), although the player’s taking some damage too – molotov’s take a while to re-light and throw, so are best used from a distance, when up high or to set off other weapons….

03_04_2010

The garage to the right at the end of a newly installed street of houses. There are 8 house prefabs; different brick colour, front door orientation and some are ‘solid’, some hollow and therefore usable by the player. (Once more mapping has been completed.)

11_03_2010

This in-editor shot shows both iterations of the lamppost, and the church that is newly placed. The church was also taken from a previous mod of mine, however it was never built with any internal access or rooms, so required a lot of updating to be fully integrated into the mod (more of which, again, later)

09_03_2010

This shot shows the second iteration of lampposts, on the left. Although significantly better than the 1st, it’s days were numbered (see later posts!) You can also see the sky box. It survived for quite some time, but became increasingly out of place due to its comparatively low-res image.

07_03_2010

As you may spot from the the post title, there was a significant break in work on the mod. However, once back into it, lots was achieved. The first development was adding lamposts for lighting. These were placeholder, taken from an older mod of mine. There is also a second warehouse, a ‘twin’ of the original one, but one that also is a building of significance within the mod