DEADBOLT

DEADBOLT

Not enough ratings
Touching The Moon
   
Award
Favorite
Favorited
Unfavorite
Tags: Skeleton
File Size
Posted
Updated
206.007 KB
17 Apr, 2018 @ 1:32pm
3 May, 2018 @ 2:19pm
6 Change Notes ( view )

Subscribe to download
Touching The Moon

Description
"Touching The Moon" is a level that I attempted to make in the theme of levels already in the base game, taking place somewhere between "Structurally Sound" and "Bar Hopping". Your main goal is to take care of a partially constructed building's inhabitants. The main building is heavily guarded, but along the side the building is some scaffolding that would be a perfect entry point. Prioritize the Generals, and your job will be much easier. I've likely made a mistake somewhere, or missed some minor details, but I am happy to fix and update as I can, so tell me what's wrong with it and I'll try to fix it!

- STUFF I CHANGED -

-Made the level a bit more challenging by removing/changing some of the weapons lying about.

-Added a little secret...
6 Comments
Tahazzar 24 Jul, 2018 @ 2:19pm 
Hmm , I might check later on for the secret.

Which level specifically did you try out? The newest one (Below Neon) especially is almost trying to be confusing - it's original inspirational influences were the cyberpunk settings. So it's not perhaps the best example. I would suggest Synthesize the Soul and/or Quite a Headful for a more restrained example. I do however know well that my taste on this matter doesn't seem to match Hopoo's. For example, the room templates provided in the editor are just gigantic IMO. That's okay though, I'm just providing an alternative approach to how to layout the rooms, which some may like and others no so much. I like to make my rooms very intimate in how spacious they are.
Puddin788  [author] 24 Jul, 2018 @ 2:06pm 
Also: the secret is NOT the vents! :happy_creep:
Puddin788  [author] 24 Jul, 2018 @ 2:05pm 
I played one of your levels, and I figure that we probably just have differing tastes in opinion. I tried it, and everything that hit my eyes kinda caved in on itself. It's very pretty level design, and when it's still, it's very nice. But when everything else is moving, as you're walking, it all seems to just blend and make for a disorienting walk to the next room. I enjoy how you incorporated practically every space at your disposal, but it just doesn't look, I dunno, DEADBOLT, to me. Sorry if I sound like I'm picking at your map, I think that we probably just have polar-opposite opinions to begin with.
Tahazzar 24 Jul, 2018 @ 1:52pm 
No, it sounds perfectly reasonable. Taking a look and imitating what Hopoo did is a good way to practice level making.

Having the enemies be right at the top of most of the ladders seems a bit dull. Some of those could be patrolling for starters.

Taking out all the enemies was quite straight-forward here and offered no real surprises. The level was rather linear as well. The placement of the four rooms is too "basic" to my tastes. I dislike how some of the official levels tend to be "just a bunch of giant boxes piled on top of each other." To get a better idea of what I would rather have, you can check out my levels. They tend to go the opposite direction where merely navigating the level can be a challenge of its own. Even compared to the official levels, I think you went too far on the simplicity here. + As I said, the level IMO lacks elements that would engage the player.

Was the secret about unlocking the vents along the way? I didn't bother with that tbh :|
Puddin788  [author] 24 Jul, 2018 @ 12:18pm 
I guess my "hook" was more that it was a sort of unofficial side-story to the main game, which is why it takes several styles from other levels. I attempted as hard as I could to recreate the devs' style of buildings, enemy placement, and difficulty for the enemies present. I appreciate your comment, and understand that you've likely looked at other peoples' levels, (I'm guessing SockPuppet, a crazy good mapmaker for this game) and saw that mine didn't really have much to set it apart from other maps. I don't personally plan to remake the map, since I'm not really sure what I'd change, sans maybe fixing the skellies that crowd the wall on the far left corner somehow. I didn't make this map with the the thought in mind that it would make waves, it getting MoTW was an honest miracle to me.

This probably sounds sloppy, but I hope it explains clearly what I'm trying to say.

P.S. Did you end up finding the secret, though? C:
Tahazzar 24 Jul, 2018 @ 11:49am 
Induced a "meh" reaction from me. It looks fine and there are no major issues with the level design, but I don't know what here is supposed to draw the player into this level. There has to be some sort of "hook." New angle of approach and/or weird enemy placement - anything really.