DEADBOLT

DEADBOLT

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Construction Job (Warehouse Pt. 3)
   
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4 Nov, 2017 @ 7:13pm
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Construction Job (Warehouse Pt. 3)

In 1 collection by olthaen
Warehouse Series
5 items
Description
The candles have found the sniper on a crane in a nearby construction site. Eliminate the sniper and the warehouse will be open.
Use your gun sparingly.
8 Comments
olthaen  [author] 7 Nov, 2017 @ 3:02pm 
I tried adding a handle to your great exit sign toolbox, and I found three ideas that almost work:
1. Two upside down white flower decorations - But the flower part sticks out the bottom
2. A stool on frame 3 - The legs stick out
3. Two inward facing crows on frame 3 - The crows don't stay on frame 3


Image [imgur.com]
Nintee 7 Nov, 2017 @ 4:09am 
Nintee 7 Nov, 2017 @ 3:58am 
I tried some things, and two exit signs on frame 1 can be put next to each other to make a red rectangle. You can also use some tiny walls by holding control and making them about the size of the hammer. Besides that, I'm not really sure what to use, as most items in the editor are much bigger than the hammer.
olthaen  [author] 6 Nov, 2017 @ 4:15am 
That damned crane took forver to make. Then once I'd finished it, I found I didn't have enough room for the rest of the map (The crane was the first thing I made - a stupid mistake), so I'm really happy someone liked it.
I really wish there was just a stepladder object for decoration, or a little red toolbox (maybe as a hammer dispenser, as a knife block is a knife dispenser), to really complete the map.
Nintee 5 Nov, 2017 @ 4:37am 
Oh no, I've also fallen prey to the 1000 character limit, so I had to post three comments. Sorry!

So first of all, I quite liked the layout of the upper half of the building. Namely the fact that enemies can see you from upper floors because of the gaps in the walls. It reminded me of the Roland level and it was a creative way to show that the building is under construction.
Nintee 5 Nov, 2017 @ 4:36am 
Speaking of, the crane was one of the coolest designed things I've seen in a deadbolt custom level: use of upside down and rightside up construction platforms to give it a different texture, the wheels on top to show the crate carrying part, the stairs at the bottom and the fact that you gave it some shape instead of just making a straight line of construction tiles, which most deadbolt level makers (including myself) don't really think about when making cranes.

The enemy placement combined with weapon placement was pretty good. It forces you to be smart with your ammo and the fact that you even hint at it in the description is nice.
Nintee 5 Nov, 2017 @ 4:33am 
I do have some problems though. For one (beware for this is such a nitpick), I think the music could fit better. Banality of Eternity or any of the skeleton tracks I think would work better.

Second is (also quite nitpicky) that I felt that the vents were unnecessary. I find they can't really save you from anything and you can easily beat the level without using them.

Good job and good luck :phono:
olthaen  [author] 4 Nov, 2017 @ 7:16pm 
It's been a while. I recently got into Crysis, and I completely forgot about Deadbolt for a while. The next map may take even longer because I've got exams soon.