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Shammies
   
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Mission Type: Heist
File Size
Posted
Updated
25.425 KB
12 Feb, 2019 @ 8:47pm
25 Mar, 2020 @ 6:37pm
28 Change Notes ( view )

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Shammies

Description
Shammies is a popular club below a mysterious office where nefarious deeds are performed. The office is well guarded, and you will need information, keys, and materials from other buildings in order to successfully destroy both their servers, and their backups next door.

Feedback is excellent and appreciated!
5 Comments
Denial 3 Mar, 2019 @ 6:15pm 
There is a digital coin in the server room that isn't hooked up. The vent in the room in the dog park doesn't go anywhere. Was there a 3rd key? I had to use a suitcase bomb to get into the server room. Also, not a huge fan of hiding "bonus" rooms with hint to them being there or a way to get in. Randomly checking every wall panel isn't fun.
P0rtal Gunn3r 17 Feb, 2019 @ 11:14pm 
I can understand not enjoying a character, but, unless you have a significant reason for removing them as an option, it's generally best in a (normal) level to simply allow the player to make their own choice.
The locksmith is more suited to players who enjoy speed. You can zoom through levels, without spending long caught on doors or opening registers and the like for loot. Those who enjoy more cautious playstyle likely won't find him to be the most fun character to play.
Grobbley Dog [THOD]  [author] 17 Feb, 2019 @ 10:45pm 
Hey thanks for the feedback you two! In chronological order:
- The Open areas have been filled in. The office area is a bit rough, but I'm not sure how I want to fix it yet. It feels way too messy and open.

- Loot is spread. I was trying to be realistic in a cartoon heist game.

- The disguises have been tweaked down, but I still like having a hub in a corner that players can return to, and with the NPC/foliage ratio, disguises don't last anyway. I'm leaving it for now, but the objection is reasonable and noted. Now players can return there at any point in the mission, if they take the risk.

- A sewer now links the two buildings, and I'm trying to figure out some kind of skyline between them. The flow needs some more work.

- Done, I think.

- I've just never enjoyed The Locksmith. I've tried playing him, butI just find him bland and weak. If you like him, I would honestly like to know why.



- Whoops, yeah the dance floor was borked. The room has been toned down.
pocico 16 Feb, 2019 @ 7:38pm 
floor pads in dancing area are not hooked up to anything unless that was intentional
P0rtal Gunn3r 13 Feb, 2019 @ 10:21am 
The main things to work on are clearly the large empty sections, but you know about that. It's better to spread out the loot more. For example, it's probably best not to have 3 atms in that one area to the bottom left of the street level. Same idea goes for pickups. The number of disguises is a tad excessive. While working on the map, you may want to consider how the player should go through the level and how much backtracking is needed. One small thing is putting the characters in the order they show up in the campaign, which can be accomplished by placing their spawn locations into the map in that order. Also, I'm not sure why the locksmith is not an available option.