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Lookout For Number One
   
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Mission Type: Escape
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34.044 KB
7 Jun, 2014 @ 12:37pm
1 Change Note ( view )

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Lookout For Number One

Description
Lookout's Story, Part 1

I am starting my very own campaign, set after an imagined big heist gone wrong and separating all the characters. I want to create solo-experiences for each character (3-5 missions each?) and afterwards see where I would go from that.

If you have any suggestions or criticism, now is a good time to start talking, because it will affect how this project goes.

If you feel like solo-maps and being restricted to a single character is terrible, then I'm afraid I can't help with that one in any other way except to tell you to try some other maps.

EDIT: It's good to note that my will to sit down to make maps for hours on end changes depending on my mood, so anything like "I want the next map" in the comments will actually make them finish faster. You can also tell me to go F myself if I should stick to random one mission heists.
25 Comments
TheCodingDuck 17 Aug, 2014 @ 9:41am 
ps: maybe if i get the game ill work on the sequel you work and the prequel XD
TheCodingDuck 17 Aug, 2014 @ 9:40am 
XD
if i ever bother to buy the game i promise you ill give as much effort as i can ;)
レミにゃん  [author] 17 Aug, 2014 @ 5:20am 
Or just using undiggable walls, but yeah that does sound like a neat idea. But I did already think about having a last level where the imagined failed heist is revisited with the whole crew back together and have it be "crawling with more security since the incident." But it might be a cool idea to have a "prequel"-mission with the same layout and less difficulty. Thanks for the idea.

That's assuming I ever make it that far, I will make no promises, for I am a weak-willed human being!
TheCodingDuck 17 Aug, 2014 @ 4:51am 
i think that it should have a boxed in first mission where you cant play as the mole to replecate the failed hiest!
レミにゃん  [author] 14 Aug, 2014 @ 12:22pm 
Just remember that the best way to learn to make the view nice is to keep testing the map over and over because you only know what it looks like when you actually play it.
BaeChat 14 Aug, 2014 @ 12:19pm 
Well thanks. Actually i understood that the picture created was from the south side AFTER having done 2 maps. ^^ But there are still WIP. Also I'll stop "spamming the comments" for today :P
レミにゃん  [author] 14 Aug, 2014 @ 12:16pm 
The "Lights"-section in the editor has a few lighted billboards that show up as large signs on the preview-picture. Every time you see a big graphical billboard on a preview-picture, it's one of those placed so that it looks like it belongs on that building.
BaeChat 14 Aug, 2014 @ 12:14pm 
Well, thanks ;) And what about the red cross on the roof ?
レミにゃん  [author] 14 Aug, 2014 @ 12:10pm 
The building previews are generated from the south side of the map automatically. I purposefully went back and forth between the editor and the level start to see what the game visualized the placements as and kept going until it looked like it could be an actual building. It's the same for every preview picture, I don't think it's possible to change it. It's incredibly hard to master but it's satisfying as hell and it also makes people more interested. Even the potted plans in the windows are visible.

The background image is placed by the game when you place an Environment-script on the map.
BaeChat 14 Aug, 2014 @ 12:03pm 
Well, like I said in my very first message, i'm curious to see other missions you'll add :P Also the building on the page before the mission start is really well designed :O Are you only building it in the game or did you change this picture with something else ?