DEADBOLT

DEADBOLT

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1.077 MB
13 Jan, 2018 @ 8:28pm
22 Jan, 2018 @ 9:04pm
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In 1 collection by RPD_Survivor_842
DEADBOLT: Flatline
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Description
If you have any questions about the map or on the series then I strongly recommend that you ask them in the Flatline FAQ. That's located in the bar above.

NOTE: This take place after Comeback / High-Rise

Map:
The Reaper attacks one of the Anti-Candle Organization Bases. I'll mention them more in the reboots.

The Anti-Candle Organization:
In simplified words, it's the opposite of the Organization the Reaper works for. Since it's the opposite, the Anti-Candle Organization is less powerful, doesn't has as much money compared to the Organization, and is run by Undead who fight, kill, and oppress candles. This includes innocent candles who aren't associated with the Organization because the Anti-Candle Organization have a mindset that all candles are evil, corrupt, and merciless.

Making:
This map took quite awhile to make. No duh, the last map set was released on Oct. 2 The top is the part I'm mostly happy with and had the design finished during October. Why it took long? Procrastination, school, ran out of level design/enemy placement ideas, and other events. The bottom I kinda have mixed feelings about and was made during Late Nov. and early Dec. Especially since I wanted this map to be fun and challenging. perfect example would be Complex. Overall this my most favorite map I've ever made. My second favorite song is Werner und Klaus.

Map Order:

Sentiment

Facility

Interloper

Occupied

More to come...
4 Comments
RPD_Survivor_842  [author] 8 Jun, 2019 @ 9:32am 
Thanks for the feedback, I'm currently remaking this map and this is definitely what I needed.
Tahazzar 8 Jun, 2019 @ 1:43am 
The cutscenes were rather excessive. This could be a good place to use that '#' as a line break to have 2 or 3 lines of dialog appear in a singular "cutscene" to have there be less clicking to get through them.

The framerate slowndown wasn't too bad here for me, but I do feel like the level was unnecessary spacious. Just the amount of walking around is a bit tedious. These long corridors don't imo make that engaging battles either; for this reason, the lower floor felt somewhat anti-climatic.

Also, there might have been one or two many traps that were more of an annoyance than anything else. Particularly the ones on the far right come to mind. Given that traps are resource-intensive, their necessity should always be double-checked imo - and here there were numerous multi-layered traps around.
RPD_Survivor_842  [author] 22 Jan, 2018 @ 6:08pm 
Thanks for the feedback, I truly appreciate it.
I'll make sure that the future maps are fun and not annoying.
JAG 22 Jan, 2018 @ 7:35am 
This final version is really great, I'm fully interested in the story of your series now.
It ain't annoying, fairly hard, traps are irritating but avoidable once you get the hang of them (just like traps should be).
This is really great, do more like these.