DEADBOLT

DEADBOLT

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Clowning Around
   
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6 Aug, 2017 @ 12:51pm
6 Oct, 2017 @ 11:48pm
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Clowning Around

In 1 collection by Nintee
DEADBOLT: Last Stand
17 items
Description
Case #2: Clowning Around

The flames roar to life.

They think they're cunning,
using a circus to make ash.
If you ask me,
it certainly isn't funny.

A small group of undead have opened a circus. Their intentions are clear.

[Mission]
The circus is attempting to lure undead to make more liquified ash. Burn the five ash totems in the location and save the crowd.

[Intel]
The door behind the bouncer has been locked. A patriarch has the keys to it.

[Backup Generals]
Every succubus in the building will summon a general upon their death.

[Basement]
The basement has some weapons in it. It also has buttons connected to shotgun traps in the massacre room above. They can be used to kill undead from afar.

--BONUS CHALLENGE--

"None Left Behind"
Clear "Clowning Around" with no survivors.

Author's Opinion: The creation process of this level was pretty all over the place, which ended up in the level being kind of a mess. When I was making it, I was learning a lot of new things about the trigger system and the traps, which lead to them appearing in the level for almost no reason.

It can be pretty pointlessly difficult at times, but I think it's a creative concept and a good challenge.
11 Comments
PHANthasmal_ 26 Apr @ 1:54pm 
This level had me playing for a while. It was hard but I enjoyed every second. Well done!
Девид Блейн 19 Jan @ 5:41am 
I already beat the Challenge...
Tahazzar 3 Jul, 2019 @ 3:27am 
The beginning of this stage has some stealth-like elements going on with the side objective being taking out the Bartender phylacteries. Distracting the enemies with piping and taking use of wall-piercing capabilities of the weapons provided looks to be recommended. Liches here also add another type of threat that you have to asses and deal with before they revert your pgoress. I think the dynamic of normal enemies with these two special types as focus points works pretty well.

That the mission objective turns into "kill this bouncer on far right" made me chuggle a bit. The good thing is that you aren't forced to interact with those demons if you go to the roof, which I assume is intended. Also it works with and progresses the story so neat.
Tahazzar 3 Jul, 2019 @ 3:27am 
There's notable slowdown on my PC with this level right from the get ago - about 45/60 fps. This only gets worse as the level progresses and you kill enemies and start setting up torems in flames.

To me, it seemed like the level stretched unnecessary long on the right side. Again, like with the first level, the story premise is great and I certainly see why you want to keep it attached here mechanically. I do however think you could condense those sections to shorten all that running around and help with slowdown. Traps there also didn't seem that relevant. Given the slowdown in the level, I would consider removing them as they tend to be resource-intensive objects.
Tektike 28 May, 2018 @ 6:55am 
I did your "None left behind" challange, it was hard, 72 kills is maybe a bit too much.
Kdokoliv 17 Dec, 2017 @ 10:09pm 
that explosion after killing that bouncer fucking spooked me mate.
咖啡咖啡我爱你 10 Aug, 2017 @ 12:38am 
wow,it will be fun.....:partylips:Let's cut chives together hahaha
Nintee  [author] 10 Aug, 2017 @ 12:36am 
This series will have at least 22 levels, so maybe one day...
咖啡咖啡我爱你 10 Aug, 2017 @ 12:33am 
Why not let players experience the pleasure of cutting chives? hahaha:drug:
Nintee  [author] 10 Aug, 2017 @ 12:27am 
I'm sorry, I love difficulty :hammerheadsnark: