Monaco
Diplomacy
10 Comments
- ̗̀Cozy ̖́- 7 Oct, 2014 @ 3:17pm 
sounds about right
kane 23 Jul, 2014 @ 1:43pm 
Still wrapped in her legs, he inched his way down her cheek, kisses trailing lightly down to the corner of her mouth, gently across the line of her jaw and onto her neck. She felt him dragging against her taught nipples as they strained beneath her vest, inch by inch, as he gently lurched away from her face after each tiny caress of his lips.
KaisarDragon 4 Jul, 2014 @ 6:32pm 
Yeah, I see the dates. I just hope you either maybe revamp or at least keep making new ones. They are some of the better ones on the workshop.
MonkeyPocket  [author] 4 Jul, 2014 @ 6:18pm 
Unfortunately, I started working on this back during the good ol' Classic times, when Enhanced wasn't a thing. I have the option to either revamp the existing levels and adapt according to Enhanced mode, or just stop making these altogether.
KaisarDragon 4 Jul, 2014 @ 6:15pm 
The only thing I don't like about these levels are the old classic mode methods of placing a coin on the same square as an NPC.
MonkeyPocket  [author] 28 Aug, 2013 @ 11:37am 
Thanks Will!
Wil 28 Aug, 2013 @ 11:25am 
Great work, MonkeyPocket, and congrats on winning the first contest! :trophy:
MonkeyPocket  [author] 27 Aug, 2013 @ 12:41pm 
The devs are wizards, sideviews for original stages are crazy. I tried to make this one's sideview similar to Liquidity's. Took me a few days to tidy it up completely, there's some neat tricks you can use to make it look nice.
QiZ 25 Aug, 2013 @ 9:51pm 
@Archduke: From my experiences with sideviews, it's generally knowing how to properly use ambient lights on the exterior of the level, as well as knowing what the different blocks/doors/windows/items look like from the side. You also need to use spare floors as aesthetic touches, and if you look closely at some of the official missions you'll notice things like the entire front wall being glass or unreachable doors out front, which are all specifically used to make the map look pretty (examples are the banks and palaces).

tl;dr just have the sideview in mind while designing the map and experiment with the ambient lights and different architecture, furniture, and item pieces. Always try to put gameplay first, though. Don't shape the map with only the sideview in mind and end up having an unfitting space for your mission.
mistmurk 25 Aug, 2013 @ 5:18pm 
Would you be willing to do a tutorial on sideviews? That is always the thing that attracts views for maps and I really want to make mine better.