Monaco
Tower Heist
27 Comments
Pudleglum  [author] 12 Aug, 2013 @ 1:15am 
OK, I'll sort this out.
Second 11 Aug, 2013 @ 8:55pm 
* on the Vault floor, the vault on the left (with the dart guns) is way way way too difficult. dart guns hooked up to lasers are usually really difficult, but its worse because you have 2 dart guns on 2 different circuits, not to mention alarms and patrolling guards. Since the 2 darts are on different circuits you end up stun locked where after you get darted you only have 0.5 seconds after you wake up to avoid the remaining lasers or else you get darted again, and if you get darted again you still only have 0.5 seconds to escape. And that's hard enough, but then guards come storming in and you quickly die and are very difficult to revive.
Second 11 Aug, 2013 @ 8:55pm 
I tried this out a couple more times, once with a locksmith and cleaner then again with a cleaner and a gentleman.

* this level is a lot harder without the gentleman, you have to cause a much bigger fuss mugging all of the civies.
* I like the new roof. But I would put a couple coins up there (otherwise players may just go down a floor and use the car to escape.)
* the gating in the vaults is too low contrast with the ground, it makes it difficult to know where to run.
* on the vault floor it is too easy for a guard to get stuck next to the light switch, they end up unable to patroll and constantly turn on the power which makes it A) impossible to turn off the power B) sometimes it kills your hacks.
Second 11 Aug, 2013 @ 6:44pm 
Glad I could help.

Also allow me to echo supermac500's sentiment that your level has a ton of great details, while there are still some design rough spots, most of it looks good enough to have shipped with the game.
SuperMac 11 Aug, 2013 @ 1:58pm 
So this was fun, great to have a level with the combined classes, helpful items are placed well....might be slanted a little too much in favor of the Hacker/Cleaner, with so many computers placed about. Great looking level though, with little extra details like the private heli-pad and what I assume was a fallout reference in the overseer's office. Oh, and secret passages are always fun, rewarding to come across them, and about all the ones I found were helpful.
Pudleglum  [author] 10 Aug, 2013 @ 11:23am 
Just so you know Second, you are an immense help.
Second 9 Aug, 2013 @ 6:48pm 
* I like that the stairs from the vault to the penthouse overlook the next stairs that you have to use.
* I don't like that if you go left out of the stairs leading into the penthouse you cannot progress until you go back down the stairs. This is annoying.
Second 9 Aug, 2013 @ 6:48pm 
* items and med packs are well placed
* I like the vaults and I find it novel that you can brute force them (ie just let the lasers hit you and use items to take care of all the guards that show up).
* while I like being able to force a vault, I don't like that its a successful strategy for all of the vaults. I would add guns to some of those vaults.
* some of the lasers in the vault do not seem to be hooked up.
* this level seems balanced against the redhead/lookout. There are lots of areas practically made for the mole, gentlemen, or the hacker, but no areas specially made for the redhead. It might be interesting if you added some alarm doors with guards standing in front of them. They would be really easy for the redhead to pass through, but more difficult for other classes.
Second 9 Aug, 2013 @ 6:48pm 
* the secret passage ways are neat and give you a lot more options, but I feel like you need to do something to educate players that they need to be on the look out for them. I would solve this by making a couple spots on the 1st/2nd floors where it is completely obvious that there are secret passages in affect.
* personnel banking is too easy with the secret passages.
* I like the idea behind the roof but its really easy. I think some fencing could go a long way here, also if not all of the ducts were connected.
* I don't like the penthouse roof, it seems too gentleman centric.
* the penthouse has very long sightlines, some without hiding places, I doubt I could have done it if I didn't have half a dozen items in stock.
Second 9 Aug, 2013 @ 6:48pm 
I beat it, pretty neat but its kind of easy (at least for my taste)

More notes:
* I like that there are fewer coins, but I miss just how many civilians were in there. Guess its a catch 22...
* I like the changes to floor 1, it felt great getting spotted hacking a comp on the wrong end of the front desk and then running through the courtyard bushes to flank around the bottom of the level and walk right past a lot of guards
* I like the maze of floor panels at the top of level 1, I just wish that the floor contrasted more with the floorpads (they blend in a lot)
Pudleglum  [author] 9 Aug, 2013 @ 8:17am 
I've improved the level in the way suggested, so, I hope it's better.
Pudleglum  [author] 9 Aug, 2013 @ 5:40am 
Please remember it is designed for three + playes.
Pudleglum  [author] 9 Aug, 2013 @ 5:39am 
I'm planning on this being a part of a lookouts story, set after the main stories. I've created four of the levels now but will not release them for a while, this map was more a test for the editor than anything else.
Pudleglum  [author] 9 Aug, 2013 @ 5:37am 
Thanks for all the feesback, I will try and fix these issues as soon as possible. Just so you know there are a ton of secret passages all over floors three and up.
Second 8 Aug, 2013 @ 6:38pm 
So it has some rough edges, but where its good its really good (and different from the main game).

I look forward to seeing more of this level.
Second 8 Aug, 2013 @ 6:37pm 
More BS points
* the top of floor 1 has way too many unavoidable floor traps. So if you want to clear this area out silently and are not a hacker you will likely need 2-4 emps to get through all of the doors.
* I like that there are a lot of bushes, but you can probably cut back a little.
* too little item choice. If you decide you want another item you often have to walk to another floor (or 2)
* too many coins. I like items but I had a full circle of items for most of the level, that's kind of crazy.
* some of the duct work is overly complicated for no good reason. If a duct doesn't need to bend it probably shouldn't bend.
* there should be guns/smoke bombs on floors with lots of gun touting guards. Otherwise you end up in situations where enemies take out most of your health before you can run away and hide
Second 8 Aug, 2013 @ 6:37pm 
More BS points:
* the bridge on the personal banking floor is BS: 1) it is an area highly trafficed by police 2) unless you are a hacker or have an EMP you WILL trigger an alarm 3) there a no places to hide on the bridge after you trigger the alarm 4) right after you cross the bridge you walk right into a room where 2 police are staring right at you.
* if you get spotted in the vaults on the vault floor you are screwed, there are no bushes/ducts to escape to and most of the rooms don't even have any concave areas to hide behind. This problem is even worse because there are dogs on this floor, even if you dodge the lasers perfectly, when a dog hits your scent trail you have no where to run.
* there are too many doorways with floorpanels blocking entry. This is mostly awful since there are few alternative routes and even fewer
* many areas overly favor 1 class or another. Many areas are impassible without the hacker or EMP
*the vault floor is completely mole unfriendly
Second 8 Aug, 2013 @ 6:37pm 
More BS points:
* the computers in the reception area of floor 1 are not connected to most of the grid. So if you want to use one to cross either the lasers/floor panels that block off half the level.
* on the vault floor the communication center is not on the same power grid as the vaults, its a real kick in the stuff.
* the floor panels you have to cross to get through personal banking are total BS. they require that you 1) get spotted by a ton of civies 2) set off alarms 3) go through a lock 4) when you get to the other side if a guard sees you there are no good places to run 5) if you survive good luck healing, there are no health packs on that floor nor the next floor.
* too few health packs, and what health packs exist are far down dead ends, health packs should be in open areas that the player can access without tempting fate.
Second 8 Aug, 2013 @ 6:36pm 
More High points:
* I like how big the floors are.
* I like the area around the trophy on level 3, where you have to cross in front of "the company president" in order to get it. I really like the floorpanels here because you have to cross them, but you can also hide right afterwards
* I like the bushes/laser arrangement of the center of the third floor.
* I like the vaults in the upper right area of the vaults floor. The constantly sweeping lasers are interesting because they are fairly easy to dodge but require constant movement.

Some BS points:
* far too many deadends. Its really frustrating how much long backtracking you have to do. This is also unbalanced because the mole can break down the walls making most of these passages 2+ ways.
Second 8 Aug, 2013 @ 6:35pm 
Tried soloing as the gentlemen/pick pocket and I got all the way to vaults (I could not progress past that because there were no stairs.)

I like a lot of the ideas in this map, but there is also some real BS.

High points:
* all of the bushes.
* the view of floor 1 from floor 2
* the right side of floor 1, I like the vault/computer placement. It forces you to carefully pay attention to laser length
* in the bottom right of floor 1 I like the 4 guards around the table, its terrorifying at first, but if you are the gentlemen you can just make it
* I like that there is a main tower and a sub tower and that they are connected in different ways on different floors.
Pudleglum  [author] 1 Aug, 2013 @ 1:55pm 
DONE!:idol:
Pudleglum  [author] 30 Jul, 2013 @ 12:37am 
Just finished the third floor, working on floor four (Personal Banking)
Pudleglum  [author] 7 Jul, 2013 @ 8:32am 
OK thanks. Did you try in a group?
QiZ 6 Jul, 2013 @ 9:38am 
I feel like the map is currenty too open. There aren't a whole lot of spots to hide or break sight from guards besides the vents, which makes the map frustrating more than it is difficult.

Also it seems weird being able to walk on the pool water. I believe that there are some tiles located in the fence section that can block off the pool without making it look weird. Should be the same kind of fence used for pools/fountains in the original campaigns, as well as some balconies.
Pudleglum  [author] 3 Jul, 2013 @ 1:45pm 
Please tell me what you think of this map so far and what should be improved. Thanks.
Pudleglum  [author] 3 Jul, 2013 @ 1:01pm 
The first floor is done.
Pudleglum  [author] 3 Jul, 2013 @ 10:05am 
Just a work-in progress. And I know it isnt a tower yet.