Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I got to say, that's some good criticism. I'll take that into account if I ever make more maps.
Will definitely play your other work. Only criticism I'd give is to provide a map of the whole prison for all layers. It was annoying doing the takeover the 1st time, to find out I need a screwdriver at the very end meaning I had to spend another day or 2 getting one. Without payphones the player can't get any info on the prison layout or what they may need to escape w/o trial + error, so maps are great helps. Otherwise, would totally recommend. Felt official tbh, however the new tileset helped. Great work
Other than this issue that will unfortunately mean I'll need to use the other escape route, I'm loving this map. The custom tileset is great, and so's the level design and overall concept.
Also, in the Shankton State Pen tileset, which you based your tileset off of, the vertical unchippable wall tile is actually chippable. This means that players could reach that ladder in the north of the map with nothing but the orange key and some plastic forks. This probably isn't that big a deal, but I felt I should mention it anyhoo.