This past 2 days were pretty productive. I started by importing the new door art and implementing a dynamic block for the door, looping around the level.
I can't wait to play around with it in real-matches The bots don't quite understand how to account for that yet (I have a plan for making them understand, but I don't want to spend time on that right now). The doors auto-setup on the level if they find another suitable door, otherwise if you do place a door that doesn't have a suitable pair, it'll appear with it's doors closed So it can also be a decoration piece even if you don't want the looping when making a level.
One thing that new players have been commenting on is that they don't have enough time to figure out where is their character (Since spawn points are randomized for people to not get too attached to the same starting strategy). So I finally decided to fix that by adding a little "Ready? GO!" moment on the start of the level.
Other than that, I finished importing the new brushes and started working on some levels. The brushes window was way too crowded and it was annoying to keep scrolling trying to find what I wanted, so I reorganized the UI a bit, pulling most of the options to the top and leaving only the camera preview and the brushes on the left, that improved the usability a lot.
I went over and added some new color correction options, which added a bit more of a variation on the looks of the levels. I also recreated the 2 classic levels using the level editor and updated their visuals a bit (or a lot in case of the classic 2p one). Now I only have 2 scenes in my builds (menu and level editor), all the levels are loaded by XML .
This is how the levels are looking like at the moment. I haven't playtested most of them with people, but I'm going to be doing that this weekend (+ Tomorrow I'll take it to playtest with my ex-game design teacher at the CDM ^^ Looking forward to hearing his feedback).