Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

[ SILENCE ] - 5 Levels / Puzzle & Combat / Medium to Hard / Cop / No Mods (Vanilla) / Silent Hill Inspired
12 Comments
MrPleaPlow 29 Apr, 2021 @ 10:03pm 
this is looks cool:steamthumbsup:
Viandante  [author] 12 Jun, 2020 @ 6:33pm 
I wanted most of them to be that way, especially on the second level because it makes it easier to spot a certain easter egg. Now that you mention it though, I guess it was the laziest way to do so and it doesn't even help for that reason! Glad you pointed this out... And of course, thank you for playing.
Big Hooter 12 Jun, 2020 @ 6:25pm 
This campaign was a very enjoyable. I really like the concept, the atmosphere, and what you did with the story. Unfortunately one issue I noticed is that most of the idle enemies were placed too close to the walls and couldn't move. Other than that, it was a solid experience for me.
Viandante  [author] 12 Jun, 2020 @ 5:36pm 
No need to make up my mind since it's both things. It may sound pretentious and paradoxical (maybe it is, idk) but I made sure to make it accessible for most people, all without renouncing to what seems to be a controverse inspiration and overall what is, at times and in some levels in particular, an experimental design. I wanted to add both lines of thinking into this map and I can see why someone might turn his nose up because of it.
Tone11 12 Jun, 2020 @ 2:41pm 
"which is unfortunate because I wanted this to be accessible to the majority of people"

"Of course, the majority of people will find it chaotic, but this was never aimed at the masses to begin with"

make up your mind.
Viandante  [author] 12 Jun, 2020 @ 8:02am 
That's just your opinion though; despite this fact, I do accept it. However I don't think there's a rule to make a map, besides mere common sense. That's the beauty of the editor. I like the classic formula a lot, but I also like going experimental sometimes. The criticism you mentioned towards the end of your post were exactly some of the things I wanted in my level in order to give it a whole different feel, if that's fun or not, it's subjective. Of course, the majority of people will find it chaotic, but this was never aimed at the masses to begin with (in fact, the main inspiration is right in the title) :steamhappy: thanks for playing and thanks for the comment.
Tone11 12 Jun, 2020 @ 4:34am 
Don't try to go experimental, if you barely know the main basics of the editor. The design philosophy of the levels are the complete opposite of what makes Hlm a fun game. free weapons lying around, narrow corridors, fuckton of special enemies and solid furnitures, that block my parth just ruin the flow for the level.
I suggest you to look at other people's creations, guides and tutorials and get some people to test your stuff since they see things you might not notice.
Viandante  [author] 10 Jun, 2020 @ 8:22am 
As previously said, I've removed the walls of text in order to make this section a little bit cleaner. I hope you don't mind. I will add you now!
TheHoldDoor 10 Jun, 2020 @ 8:19am 
@ me as and when you like
Viandante  [author] 10 Jun, 2020 @ 8:13am 
I made sure to not put Dodgers near Fats 99% of the times because that was annoying even in the original game, but when you aggro everyone that does happen. It's a real pain in the butt, I know :steamfacepalm: in order to avoid this I've strategically placed both melee and ranged weapons, but that doesn't seem to be enough for some users, which is unfortunate because I wanted this to be accessible to the majority of people. Regarding very poor execution, that's pretty harsh, but I dare to say that there is way worse in the workshop; it's just that both time and Steam's algorithms have filtered the best ones so people are more inclined to remember only those. Of course that's not an excuse to not do a better work next time :steamhappy: thanks for playing!
Gumb 10 Jun, 2020 @ 7:33am 
It's nice to see something new and something creative, sadly it's executed very poorly. Fighting against 10000 Fat's / Dodgers at the same time simply isn't fun. Also most of the level design looks like a shitpost level (Alot of death sprites of the same character / Items / Enemies ). I know that thats probably there to show how insane the chracter / the city is getting, but it just looks silly. With that beeing said I still hope to see more stuff of you eventually on the workshop, because it was definitly something creative. If you haven't already watched it, I really recommend the Rob Salmon Editor tutorial on YouTube. It's quite long, but definitly worth it!
TheAardvark™ 9 Jun, 2020 @ 12:19pm 
Hey great level, really enjoyed it. It seems like you really put a lot of work into it, levels were challenging but not unfair. Definitely reminds me I need to get around to playing Silent Hill (1 and 2) :lilimok: