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Someone else DM'd me after seeing your comment and also claimed the cameras were frozen at some point.
Do you have any more details on this? Are the cameras frozen every time you play? Was it only a one time occurrence? Last time I touched this camera setup almost 2 years ago so I'm not really sure why it would be breaking now.
Just checked the map. The cameras are working and it's still a live feed.
While debugging I found out that decoys are invisible when looking through the cameras. Maybe that's why you thought it broken?
That's a good point. I gave Guards three shotguns because I wanted to increase the amount of kills via flinging people down the stairwell, elevator shaft and off the side of the building. Every room is small enough to knock someone down with a single shot so some Intruder rounds could feel a little unfair.
There was also a point in time where Intruders would win more than 70% of the rounds on Tower. That's a lot considering the average across other maps is around 60% with the best maps being very close to 50%. To combat this I made a few adjustments to the map and gave Guards more supplies on top of the three shotguns that have been there since release.
I'm not sure what the win rates are anymore so I won't remove any weapons. I'll consider removing a shotgun if I ever have more analytics on the map's performance.
If the game had progressive fall damage, like falling 15m did 15 damage, I'd probably remove the zones. Since you can fall around 25m without dying or taking any kind of damage, it felt very unfair to jump from the 5th floor of a building and have no consequence.
To avoid the zones, only move up/down when there's a break in the ledge. Trying to shimmy off the side to land on a lower one will probably just get you killed.
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Appreciate the compliment. Phil map #6 is in the works. I've been fixing my other Phil maps and working on some "other stuff" that will be released eventually.
1) I've already increased the ding sound radius a few times. 3D Audio within the Unity Engine is a sphere, so if I increase the distance it'll do it in every direction. Increase it too much and you'll hear a ding when you're 2-3 floors above or below the door. I'll see what I can do improve it.
1) I know you already made some improvements to it, but the elevator bell often can't be heard when it really should be. For example when I sit just outside a floor's window.
2) I think the outside ledges got kill triggers when someone slips on them? They seem a bit too agressive. Like I'd slip land just below but already be dead.
Really just minor issues I ran into. Keep up the great work!
For Tower, since there's 11 floors, I would need to manually make 110 animations per elevator since every elevator must be able to navigate to every floor. For both elevators, it would be 220 animations. If I include the elevator doors animations, it would be 231 animations.
That's a lot of work I'm not willing to do right now lol. All of that work doesn't even include the logic to make the elevators move from floor to floor or making the elevator call buttons work.
I'm waiting until the main developer of the game adds something modular so map makers don't have to manually animate every elevator travel combination possible.
Your English is fine btw.
I know how to make an elevator, it's just very tedious and takes awhile to set up. The more floors you have, the amount of work to make an elevator increases exponentially.
If I had an elevator in a building with 2 floors, I would need to make 2 animations. One animation would be for the elevator moving from Floor 1 to Floor 2, then another animation from moving to Floor 2 to Floor 1, if that makes sense.
If the building had 3 floors I would need to make an animation that moves the elevator from:
-Floor 1 to Floor 2
-Floor 1 to Floor 3
-Floor 2 to Floor 1
-Floor 2 to Floor 3
-Floor 3 to Floor 1
-Floor 3 to Floor 2
Appreciate the feedback.