project would have top-of-the-range graphics, and because if necessary, it could more easily scale down the art down than scale it up. However, the art teams were not stopped from producing new assets, resulting in Redemption requiring approximately 1GB of storage space to install. Additionally, textures were made in 32-bit color, models were extremely detailed—featuring between 1,000 and 2,000 triangles each on average—and levels were illuminated with high-resolution light-maps. Because the game was designed for high-end computer systems, it relied on algorithms to scale down the models; combined with the high detail art assets, Redemption was taxing to run on low- and mid-range systems. Nihilistic had intended to include both 16-bit and 32-bit versions of the game textures, and different sound quality levels to allow players to choose which versions to install, but the CD-ROM format was not spacious enough to accommodate more than one version of the game. The finished product barely fitted onto two CD-ROMs; some sound assets were removed to fit the format. This caused the game to use a large amount of computer resources and limited the ability to port it to more limited console environments. The programmers identified early on that pathfinding—the ability of the variable-sized characters to navigate through the environment—would be a problem. Huebner cited the difficulty of programming characters to navigate an environment in which level designers are free to add stairs, ramps, and other 3D objects. They came up with a temporary solution and planned to improve the pathfinding later into development. By the time they properly addressed the problem, many of the levels were almost complete and featured few markers the programmers could use to control movement. They could identify walkable tiles but not walls, cliffs, and other environmental hazards. Ideal solutions, such as creating zones for characters to walk through would have taken too much time to retroactively add into the 100 created levels, so the programmers spent several weeks making small, iterative fixes to conceal the obvious errors in the pathfinding and leave less obvious ones intact. From the outset, the team wanted to make a grand RPG, but were restricted by their budget and schedule. They were reluctant to cut any content such as one of the time periods or the multiplayer aspect, and they decided to postpone the original release date from March 2000 to June the same year. They also scaled back the scope of