Uploaded February 2019 | Updated September 2026, 2 hours ago
This is a way earlier build of Volkograd 3D. This was made some time after the demo video
youtube.com/watch?v=tKlA61PVMw0
All things gameplay and sprite related have been updated, but i thought it just might be interesting for you guys to see this.
This was footage of me testing out one of the first map i made for Volkograd 3D.
It's pretty basic, there aren't much props, just solid geometry that act as place-holders.
The enemy sprites look like RA2 conscripts, however their sprite set wasn't finished being edited so they only had that sash when idle and facing forward.
As you may notice, the level doesn't exactly follow the grid-based geometry W3D originally did. I want to make something in between W3D and RTCW in terms of level design. It should feel like W3D but with some verticality, rooms over rooms, swinging doors, having ventilation shafts (that's more HL than RTCW tho), etc.
This is a way earlier build of Volkograd 3D. This was made some time after the demo video
youtube.com/watch?v=tKlA61PVMw0
All things gameplay and sprite related have been updated, but i thought it just might be interesting for you guys to see this.
This was footage of me testing out one of the first map i made for Volkograd 3D.
It's pretty basic, there aren't much props, just solid geometry that act as place-holders.
The enemy sprites look like RA2 conscripts, however their sprite set wasn't finished being edited so they only had that sash when idle and facing forward.
As you may notice, the level doesn't exactly follow the grid-based geometry W3D originally did. I want to make something in between W3D and RTCW in terms of level design. It should feel like W3D but with some verticality, rooms over rooms, swinging doors, having ventilation shafts (that's more HL than RTCW tho), etc.










