DEADBOLT

DEADBOLT

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Glass Over
   
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14 Jun, 2019 @ 9:30am
14 Jun, 2019 @ 10:23am
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Description
Reaper was able to find a secret undead base: an harbor inside an enormous glass tunnel. However, before being able to report back to the Candles, the enemies were able to got a whiff of his presence. Now he must make his daring escape before the undead reinforcements right on his tail caught up to him.

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Notes
  • Like all my levels, this has been playtested and balanced for "revolver only" runs, which is the most basic loadout. I've given access to other weaponry for flexibility.
  • The preliminary screen, where you choose your weapon loadout, will only let you take a single weapon with you. This means that if you pick up a primary weapon, you won't be getting a secondary weapon with you. The only way you can get a secondary weapon with you - such as a hammer - is if you choose not to take any primary weapon with you.

Hints & Tips
  • Do not meander - constantly keep moving. You don't want to face the enemy backup coming from the left.
  • Time is of the essence and precision is highly valuable, but perfection isn't mandatory.
  • Enemies and their weapons are all likely fall under the levels below. This includes your weapons, so don't switch out your gun unless you have no further need for it!
  • Try to suprise the first Bartender and catch his falling combat shotgun from the air for additional ammunation.
  • At later parts of the stage, you might want to empty your clips into the far distance rather than forgo using them.
3 Comments
mr chair 9 Feb, 2022 @ 1:34pm 
This is literally unfunniest piece of crap I've ever experienced in this game. You know, the idea is pretty cool, right? Like constant moving. I like it. But how you made the level itself! This is just ridiculous. The ending is literally glorious. You need to do perfect aim unless you're just UNABLE to kill all of the enemies before they shoot you. I also loved Maidens on the roofs, who just shoot you before you can understand where they are or how are you even supposed to kill them, because they are in cover lmao. How the hell did that get into the map highlight, I just don't understand
Tahazzar  [author] 2 Jul, 2019 @ 12:13pm 
I can imagine killing yourself with the grenade launcher being rage-inducing.

It's a bit rough on the edges I would say yeah. These type of "gun and run" levels haven't been explored at all really afaik even though the game engine does enable such. It's certainly difficult, which in part is to enforce the concept itself to keep you on the move (technically a simple timer might do the same job), but it might have been better to run out of the gates with the concept with a more "tender" level given the official campaign certainly doesn't enforce this kind of play so I think most will be unaccustomed to it. For example, pushing forward even when the enemies are taking cover and throwing out "blind shots" are actions here that are generally recommended to be done - which are very much contrary to the tactics the "usual" levels encourage.

I was rather surprised that this got the MOTW status honestly.
Wrench In The Plan 1 Jul, 2019 @ 12:42pm 
I found this level much easier to despise than to complete. Corpses blocking my shots, getting spotted by the hanging vampires, occasionally messing up and missing enough times to put myself in an unwinnable situation, having to spend a shell on the dog...

The concept of having to run and shoot is fun, for a bit, but I still haven't beaten this level. The closest I got was picking up the Auto Grenade Launcher - I tried to fire a parting shot at the Nightcrawlers, but it turns out I was standing in front of a swinging door...

I haven't yet been able to replicate that amount of progress yet - mainly because I have trouble taking down the Grunts and Maidens later on.