MADNESS: Project Nexus

MADNESS: Project Nexus

Tower of MADNESS [Extended DEMO]
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Update: 27 Jul @ 10:38pm

A very small update for the Tower of MADNESS Extended DEMO released! Here's what been added and changed:



- Extreme mode is now available at the very start of the custom level. (located by the building if you were to move to the right on the street.)

- the Regulator Axe in the red section of floor 19 how has its own model instead of using the prime blade model.

- There is now a reward for beating the extreme mode of the Tower of MADNESS. The reward is gaining access to the addon's most cracked and OP characters and weapons for you to play around with!

- The waves in every variant of floor 19 now starts sooner.



As mentioned before, the next batch of weekly updates will focus on putting more graffiti in the staircases, tweaking the enemies throughout the floors to adjust difficulty, and smashing any and all bugs that get discovered. Have a good week yall!

Update: 25 Jul @ 12:48am

Tower of MADNESS Extended DEMO released! The largest update to this addon by far! Here's a list of everything that's been added, changed, and fixed:



- 8 new floors have been added to the Tower of MADNESS! bringing the number of floors up to 23 in total!

- a complete visual overhaul on nearly every single floor and room! The amount of changes of these visuals deserves a list of its own, but I'll let you discover these changes on your own!

- An extreme mode had been added! You can rerun all 23 floors with a new and more brutal roster of enemies!

- An introduction to the lore surrounding the Tower of MADNESS! Much of the lore as of right now can be found on a couple of the staircases throughout the tower, and also from a mysterious character that can be found in the extreme version of floor 19.

- Camera borders have been adjusted to where the camera will stop at the ends of both the right and left walls on floors 1-6.

- The sus Hireling that aids you in battle from floor 14 to 17 has been buffed to last a little longer in the rooms, but will still die towards the end of the wave.

- fixed a bug in floor 2 in which any characters could fall through the left wall.

- blood splatters and bullet holes will no longer appear on the 4th walls of every room.



This MASSIVE update ended up getting rushed to meet the deadline, and the next batch of weekly updates will focus on putting more graffiti in the staircases, tweaking the enemies throughout the floors the adjust difficulty, and smashing any and all bugs that get discovered. Good luck and enjoy yall!

Update: 19 Jul @ 5:22pm

7/25/25

Update: 22 Jun @ 11:00pm

a small content/bux fixing update released! here's what's been added and changed:



- Radios have been revamped on every staircase! instead of having to go into a seperate room to access the radio, it is now alongside the ammo reffils and med cabnets! This change should improve performance as well.

- TOM player mag has been revamped to improve quality of life and overall, be more fun to play as! Give him a try and see what all's been done!

- replaced the cyber bandits with sleepwalkers in floor 8.

- added some cover in floors 5 and 11.

- adjusted the lighting in floor 3

- Garret goyle makes his grand return into floor 8!

- fixed an issue in floor 13 in which you and enemies could walk through the left wall.




aside from a couple of micro bug-fixing updates, This will potentially be the final small update before the extended demo releases. Any and all content to be released prior to it will consist of videos of devlogs and tutorials on using the scene tools on my youtube channel. You can find it here:
https://www.youtube.com/channel/UCF6WJZZh6QKckmGFiQRANHg

Have a good week yall!

Update: 8 Jun @ 6:18pm

a content, bug fix hybrid update released. here's what's been added and changed:



- The Tower of MADNESS is now playable from start to finish for players using mag-sized characters! A mag-sized character called "TOM player MAG" has been created for you to play as and mess around in the custom level.

- added a floor grate in front the of every exit door for all 15 floors and staircases. These are used for mag-sized players who can't fit through the traditional garage doors.

- widened the two small platforms in floor 8

- Fixed strange performance issues when going into certain floors and staircases. (The most notable example is the staircase where you meet the sus hireling)

- replaced gestalt with [_______] in the secret floor



Unfortunately, I wasn't able to get a whole lot done this week. The past two weeks have been fairly busy in the IRL department, but progress prevails nonetheless. Anyways, Be sure to let me know what you all think about this new addition to this custom level. As of right now, a lot of it is a WIP, and future updates will iron out some of the kinks and bugs what are within it rn. Additionally, Development has been divided into one-thirds over the full release, the v0.4 extended DEMO, and IRL stuff. The dates for both releases will remain the same, unless life decided to throw a monkey wrench into my plans. Have a good week yall!

Update: 1 Jun @ 6:52pm

A decent sized, bug fixing update released! here's a list of everything that's been changed:



- reduced the size of numerous floors to speed up pacing and improve ai pathfinding

- textures have been improved in numerous floors.

- added signs on certain doors in couple of floors to warn you of potential lack of weapons or no weapons for the next floor.

- fixed various platforms and slopes that wouldn't allow you to move your crosshair to the top of them.

- Fixed an issue with spikes not causing damage in floor 8

- Camera has been adjusted in floor 10 to stop enemies from disappearing under the camera

- Fixed the coloring of players 3 and 4's hats.

- various doors across all 15 floors have been partially fixed visually. A good majority of all doors are no longer just door frames!

- added an arrow sign at the beginning of the level to help guide players towards the tower.

- a couple of other changes that I can't think off the top of my head.



aside from overhauling most of the floors, This is also the first update in which the custom level was edited through a different version of the unity editor. With that being said, if you come across any bugs or other weird issues, be sure to report it in the comments or wherever else you find me. Anytime I add or change anything within the custom level, especially changes as large at this update brings, it inevitably causes new bugs and issues. Have a good day yall!

Update: 24 May @ 10:35pm

A hybrid of a bug fix and content update released! Here's what's been changed and added:



- Added Multiplayer support! The players can be accessed through the player selection room, located on the road at the beginning of the stage. Unfotinutely as of right now, There is no way to change players two, three, and four outside of replacing them though Mad Card Maker. I may potentially make a tutorial on how to replace the characters sometime in the future.

- A radio has been added in every staircase! Accessing it isn't the most ideal, but it works nonetheless.

- Added dissonant throwable refills on every staircase

- Every door in the checkpoint room now leads to the staircases instead of the floors themselves.

- Improved ai pathfinding in floor 15 for both the enemies and the apparent hireling.

- AI pathfinding. textures, and camera angle have been improved in floor 10.

- Improved ai pathfinding for floor 13.

- Fixed various issues regarding staircase 13.



If anyone comes across any issues, be sure to let me know about them. Anytime I add anything new to this custom levels, it inevitably introduces new problems that need to be fixed. Have a good veteran's day weekend y'all!

Update: 18 May @ 7:29pm

micro bug fixing update released. Only one change this time, this change being:

- Fixed ai pathfinding issue in floor 4. If you know anything about the problems on this custom stage, I can only have ai pathfinding function in 1 room, and floor 4 is the one that relies on ai pathfinding more than any other room.

Update: 17 May @ 5:40pm

Another small, bug fixing update released! here's what's been changed:

- fixed lighting issue in all staircases

- fixed an issue on a platform in staircase 13 that blocked your view during combat, making it impossible to fight enemies around that area.

- Fixed an aiming issue on floor 11 in which the cursor would only aim to the very bottom of the floor.

- fixed an issue on staircase 15 in which the top platform was coved by darkness

- fixed an ai pathfinding issue on staircase 14 that stopped the apparent hireling from reaching the top. enemies have also been moved to the top.

- ai pathfinding in floor 3 has been slightly improved. They at least no longer run straight into the gas pumps.

- the checkpoint room poster in staircase 6 has been moved to be more noticable.

- Floor grates have been added to floor 9 to easier navigate between both levels. The doors that lead to both levels have also been moved to be noticed easier.



Any and all feedback and bug reports is more than appreciated! I will also be posting another devlog tomorrow to showcase new floors and potential plans for the future of this custom level.
https://www.youtube.com/channel/UCF6WJZZh6QKckmGFiQRANHg

Update: 9 May @ 7:48pm

a small, bug fixing update released! here's what's been done:



- mild improvements on ai as a work around for the ai pathfinding issues present in most of the floors. As far as I'm aware, the pathfinding issues could be caused by a bug within the scene tools in which the room you have synched within the scene tools is the only room in which doors and pathfinding will work properly. I've chosen floor 4 to be synched, as it's the floor that relies the most on pathfinding to function properly. Unfortinutely, this bug is currently outside of my control and all I can do find workarounds to improve the ai.

- fixed a colliding issue on floor 9 that allowed players to walk through the right wall and fall off the map.

- the maximum amount of enemies present on floor 11 has been increased to speed up pacing. n51 recons within the floor have also been replaced with zeds.

- fixed a couple more doors I missed that were sticking too far out of the wall.

- The spawnpoints in floor 3 have been adjusted to increase pacing.



As of right now, about 90% of my attention is going to production of the full release. Updates to the demo will not be as large or frequent as versions 0.1, 0.2, and 0.3, and will mainly focus on improving the ai, along with fixing any other issues that people bring to my attention.

I will also start posting devlogs on my yt channel discussing new floors I'm making, potential ideas and visions for future floors, and other things I can't name off the top of my head.

Have a good weekend yall!