DEADBOLT

DEADBOLT

Rolling (to the) 'Land'
19 Comments
cottonrhetoric 22 Jul, 2019 @ 5:46am 
Easily my favorite custom level I've played yet. Excellent work!
SockPuppet  [author] 22 Jan, 2018 @ 1:40am 
It's called a punishment- Call it how you want to though, Thanks for the feedback!
Bizarre Adventurer 21 Jan, 2018 @ 11:49pm 
There is no justification for that idiotic trap in the final area. Thanks for wasting my time.
Low 21 Jan, 2018 @ 11:46am 
The great one! It was a great challenge :)
RPD_Survivor_842 17 Jan, 2018 @ 2:23pm 
Oh, I see thanks. I had a feeling that's what you do. :conwayheadscratch:
SockPuppet  [author] 17 Jan, 2018 @ 5:03am 
RPD_Hunter_482: In case you haven't figured it out, it's really just the same as individual levels.
Get the id, select the option of updating in the editor, paste the id.... Then just instead of uploading individual levels you choose the multiple maps.
RPD_Survivor_842 16 Jan, 2018 @ 5:20pm 
Ah, yeah that bug. Forgot about it, I had to deal with it when I making High-Rise.
There is a way to fix it, but it does require another map. (intro map) The map only has a cutscene, once the cutscene is over it's triggered (destroy) and spawns a reaper that falls on a level trans. Either way, there is no need for change, in my opinion.
Loved that pun you used. Also how do you update muti-levels?
SockPuppet  [author] 16 Jan, 2018 @ 4:25am 
Thank you for the feedback!

RPD_Hunter_482: You're right about the cutscenes! It is a way to punish people, BUT it wasn't, at first. Making cutscenes play only on "first run" does NOT work if it has multiple maps (Glitch), so I was forced to make it "Every Time." That's also the reason why I didn't make any cutscenes at the last maps (hardest levels)- restarting a cutscene can be pretty ruining.

john_fungus1: I'm probably going to keep making maps for a while, I don't want this community to die after all. Just don't expect all of my maps to be... uh. "Cool." The map editor is fairly limited right now so hopoo-fully the developer will update it after ror2.
RPD_Survivor_842 15 Jan, 2018 @ 8:31pm 
I finally had the time to play this map and oh boy, I had a blast. I loved the concept idea and how the map actually starts taking effect on the player, giving an illusion that this will never end. Then the player starts figuring out ways to escape this prison.

The only thing I find kinda annoying is how one of the cutscenes is set on, "Every Time."
Maybe or most likely, you kept this to punish the player which is alright? I guess?

But overall it's a great, best map I've ever played. :demoticon:
ServerTourist 15 Jan, 2018 @ 7:37am 
Great map, great idea! Make more maps, i want to play :)
SockPuppet  [author] 15 Jan, 2018 @ 6:40am 
Square_Rabbit: Great job finding the way to kill the Bouncer! I already knew about it, that's why I added the dialouge "with exploits or not" in the end (if that makes sense).
The DEADBOLT map editor doesn't seem to have the special 'e' and 'a' in Déjà, that's why it became 'Dj Vu.' That's also when I decided to give the titles actual meanings.
Square_Rabbit 15 Jan, 2018 @ 5:01am 
Another couple of things I feel I should mention - firstly, in the final area, it's possible to kill the Bouncer without falling into the trap. Also, the expression is Deja Vu, not Dj Vu (well, technically it's Déjà vu but that's just getting pedantic)
SockPuppet  [author] 14 Jan, 2018 @ 9:11pm 
Thanks, Novel! The map editor is fairly limited, so I don't think you should expect that much. >_>
I also forgot to tell the others that I've updated this map yesterday, so.
Novel 14 Jan, 2018 @ 3:01pm 
Fantastic map! Definitely one of the most fun custom maps I ever had the pleasure of playing. Had a huge smile as the level progressed- please make more!
SockPuppet  [author] 13 Jan, 2018 @ 10:10pm 
Thanks for the feedback! I did decide that I needed to nerf/getridof the two bad endings (stuck part). I watched somebody's playthrough of it before anyone commented here and I realized that they can't just select the last level from the menu. They got locked as well, I laughed at them as well, and then I decided that having players force a restart on a 14+ map isn't very fun.

One way to fix that bad ending part is to just warn players to NEVER stray from the path (a warning in game maybe), so maybe I'll keep it to punish curious players.

Nintee: Your ideas are useful! I'm gonna have to think about it... These maps are best experienced blind after all... Lastly, I'm really not sure how I can fix that bug (Nintee's report). The premise of the map is going through the rollercoaster tracks after all.
Nintee 13 Jan, 2018 @ 7:03pm 
Also, about the stairs and the bouncer. Having to restart the entire level is way to devastating I find, but just having to restart broken land seems kinda weak. Maybe, a level transition to the previous stage could be good, or an alternate ending stage. Just putting my ideas out there.
Nintee 13 Jan, 2018 @ 6:52pm 
Great level. Since the others have already told you why, I'd just like to point out a bug: if puff takes the elevator, the game crashes because he doesn't have a falling sprite, so when he takes it, he'll "fall" for a fraction of a second when changing floors. This happened to me when I was in the keycard level and was infuriating. I'm not sure how you could prevent it without breaking the jist of the level, but hopefully you can find a way.
kilozombie 13 Jan, 2018 @ 3:41pm 
Some of the best map design I've ever seen. Absolutely enjoyable, and uses clumps of enemies in ways that actually provide a huge challenge. Even though the map retains its layout, different sections gain different meaning. A blast to play, even if it became very difficult on the last loop.

However, I didn't end up finishing this level. I got stuck behind the stairs. This is... extremely frustrating, to say the least.
Square_Rabbit 13 Jan, 2018 @ 2:30pm 
Okay, once you've found your way out, you can get stuck in that area with the Bouncer. While I'm sure this is intentional, I wasn't wild about having to start the level all over again, so I'd advise putting a grenade launcher in there or something so you can kill yourself, since you can't restart the level in the pause menu during custom levels.

Aside from that, I really liked this level. I didn't expect much going in - a long wall of powerful weapons, with a total of three zombies on the map. But as it progressed, it really impressed me what you did with the concept, particularly the final part before you find out how to leave. The hanging bodies at the top of the broken area were a nice touch.