DEADBOLT

DEADBOLT

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6 Aug, 2017 @ 12:39pm
6 Nov, 2017 @ 3:18pm
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Back with a Vengeance

In 1 collection by Nintee
DEADBOLT: Last Stand
17 items
Description
Case #1: Back with a Vengeance

The flames roar to life.

End your resting
It's time to return
Make the ash burn
End their festing

The flames are eager for my return.

[Mission]
A typical club, run by a bartender. Kill him and burn the ash.

[Intel]
The underground ash room's door is locked. Kill the bartender for he has the keys.

[Liquified Ash]
The undead have learned how to liquify ash, they say that the drink lets you live twice.

[Enemy Drops]
Some enemies have new drops. For example, the Punk on the street will drop his pistol and one incubus in the club will drop his 10mm.

I hope your slumber hasn't made you rusty, Reaper. Good luck.

--BONUS CHALLENGE--

"Preferences"
Clear "Back with a Vengeance" without killing anyone in the first building.

Author's Opinion: I thought this level would turn out really good, because I had learned a lot before its creation and I was also pretty optimistic with the start of the series. In the end, I think it turned out kinda cool, but it took a lot of updating to get there.

I don't think it's a fantastic level, but it's a good start to the series.
12 Comments
Tahazzar 3 Jul, 2019 @ 2:49am 
However, with all of that being said, I don't think this is bad or anything like that. Story premise and setup is good, tying well with the objectives and giving clear context to the player. Reaper's monologue there is a bit pompous but it works, sure. Numerous neat little gameplay scenarios are set well here in various parts - upper floors of the first building, the landmine walkway and how it and the red strobe light from the bar set the bar as this imposing figure in the horizon, and so on. This is good stuff really.
Tahazzar 3 Jul, 2019 @ 2:49am 
The enemy variance was already heavily played around with in the main level but the backup seems to be intentionally wholly different. Putting a General / Lich in there is also kinda, well the most "annoying" enemy to have as a backup - especially if one doesn't react quickly enough to it and it would end up resurrecting a bunch of dudes. I didn't end up having that trouble but still.

I think there's a question whether the enemy backup could have consistent of same type of enemies as elsewhere in the level or whether it's even necessary to have enemy backup in the first place? The missions objectives are kill bartender and burn drugs which seem to really match the story. How do killing the random-ish enemy backup play into that? There isn't an objective to clear out the other enemies so I'm unsure what supposedly makes these dudes something that *need* to be killed.
Tahazzar 3 Jul, 2019 @ 2:49am 
This seems to be the level to introduce the instant spawning of enemies that I've criticized elsewhere extensively already. With here it being the case of two Punks, I think the potential issues aren't as pronounced but it did raise my eyebrow.

Enemy detection range seemed somewhat bugged on the lower, purple-lit room of that bar. Couple of Succubi there seemed to have the sight of those in complete darkness even when I hadn't took out that strobe light. I'm not sure what was going there.

With the amount of ash being burn, that at least for my PC ended up slowing down the framerate to roughly 50/60 which is acceptable though still notable. Maybe here you could have one larger ash object that needs to be interacted with and have others are pure decoration to avoid the resource-intensiveness of so many burning flames(?)
Tahazzar 3 Jul, 2019 @ 2:48am 
Some rooms seem like they should logically have light switches - though mechanically it wouldn't really change that much. As certain rooms have them and other don't, I were instinctually looking for them only to not find them.

For me, all of the traps were a miss even when I wasn't really paying attention to them. I avoided most of them by just entering a vent - what is I would've done anyway.

You can play the AI in an awkward manner here by shooting through the window (and with wall-piercing weapons in general) to the second floor of the bar where the Bartender is. The enemies will react by piling next to that window which renders them pretty useless as threats. On this part, I would consider having some way for the enemies to move from there to lower floors in ways that they can understand. Perhaps one-way staircases or changing that window-wall to span most of that wall so the enemies can jump out of that floor. Idk, but the current way they behave there feels buggy.
Tahazzar 3 Jul, 2019 @ 2:48am 
As the first stage to introduce one to a new campaign, this is rather... excessive? Now, if you come to it straight after finishing the official campaign, then sure, but otherwise it looks kinda overwhelming with the enemy number and variance, traps, all the piping, and the enemy backup.

That the Punk at the start spawns a 9mm pistol is something I find a bit questionable. I for example, tried out the piping paths first and found them to be, well, not really viable so I switched to frontal assault even if it looked like it might not provide me enough ammo to deal with incoming trouble. If I had known that I were to be provided a 9mm out of thin air, I certainly would have picked it right from the beginning. Given I had no way of knowing that this particular Punk drops this weapon, it feels arbitrary and somewhat like I was being conned in a way.
Wiktor2807 16 Jan, 2018 @ 8:47am 
YES I Finally FInished It
TheWizard_7526 14 Jan, 2018 @ 3:46am 
Ok thanks for clearing that stuff up. I'm currently on Case #3 - Crossbridge, and the collection is starting to feel as if it's an actual official DLC release for the game. I especially liked the storyline in Clowning Around, and I like the introduction of locked vents in Crossbridge. All I can say is keep up the good work 👍
Nintee  [author] 13 Jan, 2018 @ 4:09pm 
First of all, thanks for actually leaving a comment on a level as old as this one.

Second, I am aware of the bug with the stairs and I'm afraid that's just something that happens with stairs sometimes (no idea). I could fix this by moving up the latter building so there isn't a need for stairs, but I don't know if I want to mess with the design of the map.

As for the liquified ash, it only has an effect on the two zombies that have cutscenes in the beginning of the level, since they're the ones drinking it right now. Perhaps it doesn't make sense that only two people are drinking the popular new drink at a bar, but I didn't want to fill up the entire building with resurrected enemies.

Again, thank you for your comment :phono:
TheWizard_7526 13 Jan, 2018 @ 7:56am 
Great start to what looks like a great series. I'm kinda surprised this doesn't have a lot more comments because I think this collection deserves it. I really liked the cutscene at the start, and I also liked the use of traps in the underground drug den.

I have encountered a bug though. Most of the enemies get stuck on both stairways leading down to the bar (there was an exception when a Bouncer managed to walk up the longer stairway), especially the shorter one.

Another thing I'd like to point out is that I didn't actually see anyone come back from the dead because of the liquefied ash mentioned in the description. I was wondering if that was just me or if it's actually a bug.
Wiktor2807 6 Jan, 2018 @ 2:56am 
Sooo long...
I Already Lerned the first building but i die on the 2nd