Monaco
Contest 4 - Palais de Poseidon
13 Comments
(falls over) (screams) 15 Jan, 2014 @ 1:52pm 
After trying to speedrun it, you have turned my vocabulary to angry grunts and screams. I need experimental medication to be in a vaguely sentient state. Thanks.
rVII 12 Jan, 2014 @ 9:47am 
Gratz on featuring in the Perpetual Motion contest! SuperMac's comment scares me o_o. Sure this will be a good challenge!
Wil  [author] 5 Oct, 2013 @ 6:54pm 
Are you talking about the poker table? Is it because of the patrols? I know I play tested and cleared the poker table without patrols without a hitch, but it could have dramatically altered the play experience with their addition... I unfortunately rushed to finish this for the contest and didn't play test it nearly enough. Thanks for the feedback! If you have any more specific suggestions, I'd love to hear them.
SuperMac 5 Oct, 2013 @ 3:12pm 
So like everyone else said, great looking map, but holy hell, impossible difficulty. I finished it but I couldn't clear the last half of the top floor, died four times just to get that far, I don't think the last floor is possible without a pickpocket and a lot of smoke bombs.
Wil  [author] 20 Sep, 2013 @ 5:09pm 
Thanks guys for the feedback! I unfortunately didn't have much time to playtest for difficulty and will take this into consideration for future endeavors.
QiZ 19 Sep, 2013 @ 3:48pm 
The theme of the level is really great but imo the difficulty doesnt curve well.
(falls over) (screams) 16 Sep, 2013 @ 11:58am 
I was really frustrated by this map. I liked the style of it, but I could not get past the Casino floor just because it was so hard. It kinda sapped the fun out of it. It would be more fun if there were less Machine gunners and more static traps like blink lasers and pressure plates.
Durgrobach 15 Sep, 2013 @ 7:40am 
Much better with the entrance. The Kitchen feels so much better (who has security inside a kitchen anyway?). One thing that bothers me about the Aquarium floor is the Ladders you have set up that connect to the kitchen/gambling.

If you're going to have that, at least make it a tad more direct, because it's rather annoying having to go through 3 different vent shafts to get from one end to another.

Another note, you can use Patrol Blockers on top of civilians to remove the coins from underneath them. Right now I feel as if the pickpocket is a bit too strong.

I'll play it some more later, but I haven't all too much time at the moment. Hopefully I can get a bit more playing in before the contest closes.
Wil  [author] 14 Sep, 2013 @ 10:10pm 
No worries, thanks! I see now what you mean about rotating lasers and their overuse; in combination with the patrols, it's near impossible to remain stealthy. I was worried about the "entrance" especially, so I've removed a few of the rotating lasers. I'm on the fence about removing the laser in the hotel office... But I'll let you play it again before I make any further changes.

I'll have to check out your work too when I get a chance! I'm excited to compare notes with other designers/editors. Thanks for taking time to offer feedback. It's much appreciated.
Durgrobach 14 Sep, 2013 @ 9:52pm 
I'll play it again in the morn. ;P
Wil  [author] 14 Sep, 2013 @ 9:29pm 
Could you explain what you mean by paths the player having to take being too "barren"?
Wil  [author] 14 Sep, 2013 @ 9:28pm 
Hey, Durgrobach, thanks for the feedback! I'll see if I can make a few adjustments. If you get an opportunity to replay, I'd love any further thoughts or impressions you might have.
Durgrobach 14 Sep, 2013 @ 9:26pm 
It's not that the level is difficult, it's that the level is unfair to the player. You have a few too many rotating lasers, which get tedious when they're over-used, and some of the paths that you force the player to take are too baren.

The biggest issue is getting IN to the building. I had too much difficulty with just the traps at the entrance. Or at least remaining stealthy (had to use a smoke bomb every time)

If you want an example of decent traps, check out "A Good Day to Dye" It has quite a lot of electronics, but still allows the player to move around without putting them through too much pain.

Other than that though, It's not half bad. it looks AMAZING. I love the decor you used, and how you used it. very well done.


ALL THIS SAID, I'm kinda tired, and I didn't play it exstensively, so I'm sure it's a bit better than I treat it, but first impressions are a big part of map-making.

Good Luck!