Group Statement:
THE AIM OF OUR SNAKES AND LADDERS DRIVEN MAP IS TO REACH THE TOP OF THE BUILDING VIA A SERIES OF ELEVATORS AND TELEPORTERS. SOME OF THESE ELEVATORS GO UP AND SOME OF THEM GO DOWN. THE BUILDING IS CURRENTLY GOING THROUGH A POWER FAILURE, SO A FLICK OF THE SWITCH WILL GIVE THE PLAYER LIGHT FOR ABOUT 5 SECONDS. THE POWER FAILURE ISN'T HELPED BY BURST WATER PIPES RUNNING THROUGH THE BUILDING. SWOOOSH!
THE AIM OF OUR SNAKES AND LADDERS DRIVEN MAP IS TO REACH THE TOP OF THE BUILDING VIA A SERIES OF ELEVATORS AND TELEPORTERS. SOME OF THESE ELEVATORS GO UP AND SOME OF THEM GO DOWN. THE BUILDING IS CURRENTLY GOING THROUGH A POWER FAILURE, SO A FLICK OF THE SWITCH WILL GIVE THE PLAYER LIGHT FOR ABOUT 5 SECONDS. THE POWER FAILURE ISN'T HELPED BY BURST WATER PIPES RUNNING THROUGH THE BUILDING. SWOOOSH!
RESPONSIBILITIES:
- TOMMY WONG IS RESPONSIBLE FOR KISMET. HE WILL WRITE A KISMET SEQUENCE WHICH RUNS THE LIGHTING SYSTEM.
- SAM LI IS RESPONSIBLE FOR PARTICLES. HE WILL CREATE PARTICLE SYSTEMS THAT WILL APPEAR THROUGHOUT THE MAP.
- ERIC LEE IS RESPONSIBLE FOR MATINEE. HE WILL CREATE A PATH THROUGH THE STATIC MESH WITH PROGRAMMED ELEVATORS.
Particle systems are generally used to enhance or make a scene/map look more realistic. For this map I used the particle system mainly as a reference point for players and also create a some what unique scene when they reach the huge opening near the top of the model. *(not sure about this, but I've tried to run the map a few times, and each time I got different and weird result with the particle system).









