DEADBOLT

DEADBOLT

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One Trick Puppet
   
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1.368 MB
18 Jun, 2018 @ 7:46am
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One Trick Puppet

In 1 collection by SockPuppet
Residue [Finished]
5 items
Description
-This level takes place after "Left-Overs." Check the Residue collection to find it.


The candles have received an anonymous tip. You must 'verify' this tip and determine whether or not it's useful.







Note#1: It's recommended to use the .32 Revolver- for best experience/difficulty.
Note#2: The level might crash if you switch save files/other maps.
Note#3: I'd recommend doing the other routes as well. I mean, why not right?
-IMPORTANT: Restart the game before playing this map. Don't change save files as well. This is all to avoid crashing mid-cutscenes. (Can't fix these bugs as well)
5 Comments
SockPuppet  [author] 21 Jul, 2018 @ 3:18am 
It seems to boil down to the decisions that you make in the field... and after much consideration, I don't really think these maps are for you, just saying (especially if you're going to pick at pretty much everything).


Don't misunderstand, feedback is welcome and all, but I'm not planning on changing my specific map creation style anytime soon- especially if it works well in my playthroughs and with my playtesters (To the rest of the community? Maybe not- heh!). I'm just saying that I'm quite aware of my maps' problems (usually). Thanks, though!


(Also, I thought I made it obvious, but the "git gud" is just for fun, don't take it seriously- I added the "I don't know why I'm using this all of a sudden" part for a reason)

(2/2)
SockPuppet  [author] 21 Jul, 2018 @ 3:18am 
Ahaha! The actions in these levels focus in making the player use their ammo wisely, whether you make headshots, shoot the lights, etc. In fact, I barely use the sledge-hammer for everything in these. Just constant preparedness and readiness + cautious planning is what you need in these (easier said than done). Although I do admit that some of them seem to have an "optimal" strategy of sorts sometimes (which you can refer to as linear).

Side Note: One Trick Puppet's quite easy anyhow, but I do agree about it being a bit forceful. That's just how the layouts are for this one.

If you're having trouble due to lack of ammo... well nothing to be done with that but say it's your play style(s)?

(1/2)
Tahazzar 21 Jul, 2018 @ 2:23am 
You do realize that having a bit more weapons than a player might exactly "need" to complete the mission doesn't really make it that much easier per se? It gives them more choices, which I feel these levels are lacking. What I mean is that the potential scenarios don't evolve naturally that much, but are instead very much preconstructed. This is obviously always kinda the case, but it shouldn't feel such to the player.

Not having ammo just makes the players resort to "Please consult your sledgehammer before completing this stage." You can complete the levels with those tactic as well, but it's quite tiresome and doesn't seem necessary to force upon the players if they aren't "good enough" or whatever when you could just give some stuff: I mean does it really hurt you if they don't go through the scenario as you imagined and have, Idk, a bit fun trying out some nonsense? Taking a "git gud" stance as a player is one thing and another as a level designer.
SockPuppet  [author] 21 Jul, 2018 @ 1:29am 
* Git Gud x2 (I don't know why I'm using this all of a sudden)
* Looks like Immortal Bartender didn't appeal to you- can't do anything about that
* I don't really like putting light switches unless I think there should be one, they make the levels way easier


Thanks for playing my maps! I don't know if you've played everything in the collection, but here's hoping you enjoy them 'til the end or something!
Tahazzar 21 Jul, 2018 @ 1:22am 
Sharlotte escaped path:
* Ammo was little too sparse IMO on the first section.
* It felt weird that the second section had almost no light switches. The one that I found only turned on a light that was off already. I think there might have been in a bathroom...
* The "can't be killed vampire" didn't seem like a particularly fun concept if you ask me. What's the supposed flavor behind that? As is, it seems like a rather artifical obstacle thrown in the front of the player. In my playthrough, he fortunately got stuck on the leftmost wall - was that intended?
* Final part was more of a cutscene than anything else.