Why didn't hakita use this? [ULTRAKILL]

preview_player
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Hakita said in a dev stream that the turned room in prelude was a pain to make, that’s why no other Ultrakill level has a turn, only linear/diagonal, never curved.

Swagmaster
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This fancy door could have been originally intended to be a giant fancy door that opens when you approach the museum. its likely that due to the way the individual segments dont seem to blend well together that he may have scrapped it for aesthetic purposes, or was just having issues implementing it into the doorway

metalurgent
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What? You egg? *throws a tv remote at you*

JadePoodle
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Damn I saw the thumbnail and thought it reminded me of Titanfalls levels designed for wallrunning. Got me thinking how wallrunning in Ultrakill would be

NSEBMB
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Thanks for bringing this to my attention yesterday

genericguitarist
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pov: you showed me this thing early before releasing on youtube

yusufturk
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If I recall correctly, another pearson, not Hakita, made this map, no? There's another guy credited for creating specifically that level. Btw, I think doors like that don't fit that level at all, maybe devs thought the same and therefore never used them

foto-dotcm
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Heya, Fractured, long time no see. My guess for this would be that maybe this had something to do with the massive door looking structure at the end of the main hall before it was scrapped in favour of just being a set piece?

darkita
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I’m betting it was gonna for that locked door at the back end of the museum’s first floor

vuice
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What if the door closes 10x faster just instantly killing v1 or anything in the doors way

loophole
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Woah! Its almost as if it was made as a test and not supposed to be used in the actual game??

reality