Monaco
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Mission Type: Heist
File Size
Posted
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46.502 KB
29 Aug, 2013 @ 4:00am
15 Sep, 2013 @ 9:15am
9 Change Notes ( view )

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For Science

In 1 collection by (falls over) (screams)
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Description
It seems the Gentleman is at it again. It seems some VIPs have brought some items that the gentleman has his eyes on. As well as that, intel suggests the Vault contains a bag of important wires, also coveted by the Gentleman. However, some of the team seem to disagree with the importance of the items.
6 Comments
Wil 15 Sep, 2013 @ 11:08am 
Oh right, I forgot about that... LOL. Unfortunately, I think most that I found were done peeing by the time I found them. But you're absolutely right. After reading Durgrobach's comments, I was afraid you'd removed coins where we might expect to find them.

Sometimes, what I do, so that civilians (or guards) don't finish peeing before the player finds them, I use patrol tags to have them walk across a room or level, so that they arrive in the bathroom just shortly before the player arrives. Of course, it's possible you did that and I just found them late... I can be a slow and sloppy player.
(falls over) (screams)  [author] 15 Sep, 2013 @ 10:53am 
Well, if I want to have them peeing, then I have to give them patrol tags, so they can't have coins.
Wil 15 Sep, 2013 @ 10:52am 
I find it annoying as a player if civilians just randomly don't have coins. Especially if they're sitting in bathrooms. Why risk alerting guards to discover there's no reward for opening a bathroom stall? Also, on the subject of bathrooms, why are bathroom doors locked (in hotel rooms) if there's no one inside? It just slows the player (and is again annoying) to unlock a door to an empty room.

Overall, I like the level design though. You achieve a tech aesthetic in a casino setting. I love that you came up with a way of creating slot machines and an arcade (did the arcade have pinball machines?) I definitely give you points for creativity, and thanks for the competition! ;)
Durgrobach 30 Aug, 2013 @ 8:01pm 
Uhh.. Locksmith is best for speed. Maybe try replacing a few stray coins (put Patrol Blockers on civilians to remove the coins under them) with Registers or Safes to make the Locksmith more useful.

I only really played the Lookout because she is the most balanced for testing (she doesn't have any powerful abilities besides getting in/out of vents).

I would imagine the Mole is pretty strong with so many walls. To weaken him, you can stick a few Metal walls (Metal, Hull, Rust) in key locations to not prevent access to an area, but to force them to tunnel through a certain spot which is higher risk (closer to alarms/enemies).

Just balancing like that. The Hacker also feels week when there aren't many electronics, so you can take a few guards out and stick in turrets/lasers/electronics if you feel he's a bit week.
(falls over) (screams)  [author] 30 Aug, 2013 @ 2:00pm 
Notes taken. Do you think there are any class balancing issues? I feel the Locksmith wouldn't get much use, but that's just me.
Durgrobach 30 Aug, 2013 @ 6:12am 
Heyyo mate! Underground was great. Could use a few more coins, and maybe a turret in the vault (I found just the alarms+locks too easy to ignore)

Main floor is pretty good, The Garden Gambling area is a bit of a pain, I think it needs a few bushes, or at least some places to hide (other than the ladder) from the laser.

Upstairs was decent, no real comments there.

One fairly large flaw with your map: You need to add hidden wiring!!!! Quite a few of the computers aren't wired to walls, and therefore won't give you a useable virus! It also makes it a bit worthless to have viruses if they have to travel around a huge room along the wall, instead of going through the middle.

Good work with the level though, Just needs tinkering!