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But regardless, one of the finest map on the workshop!!!
Amazing work!
Thumbs up and favorited!
"It messes up reflections if the mapper hasn't checked 'Load in engine' and 'Build cubemaps on load' during the compile process."
Some areas were too dark and your flashlight tends to be off even when it would really help.
https://www.youtube.com/watch?v=o2LYMmXXuKM
An amazing level that combines action, patience, and some measure of planning into something that leaves me wanting more. Thank you for the opportunity to play it.
- Those flying things over the bridge weren't as fun, but was pretty darn close. If only I had the presence of mind to use the explosives laying around compared to trying to pick them off one at a time. Again, for myself, a close combat scenario, with quick thinking, agile movement, and 'remember to aim, dammit!'.
- The atmosphere inside was amazing, and the folks from Resident Evil should be calling you up. The use of darkness was effective in establishing mood, drama, tension, and a need to wear Adult Diapers.
- Had one area where a ceiling creature seemed to pull an explosive barrel through some wooden planks. I say 'seemed' because I'm not sure I shot at the barrel, but it blew up and killed all 4 on the ceiling. This is one of those cases where something happened, and I'm not sure what I did to make it happen.
- The attack from the 4 enemies at the health station was most excellent. Here I am, in a cramped, dark area, with enemies coming on almost all sides with limited mobility.....and I was loving it! If these weren't zombies (but Soldiers), and I had a knife along with the gun, this could have been a Metal Gear Solid VR moment for myself.
- The enemies in the blue outfits reminded me of Leon Kennedy's outfit from the Resident Evil series.
-Smooth locomotion and smooth turning worked fine. Noticed only a few micro-stutters when smooth turning on occasion, but never impacted enjoyment of the game.
- No overall issues with performance. Solid framerate throughout.
- When I was outside at the very beginning of the level, the entire environment, for myself, had a 'washed-out' feel to it, like a thin layer of gauze was over my eyes, yet the interior was crisp and detailed.
- The ladder solution (to get inside) felt forced. I could see no logical reason why a pull-down ladder would be at that location, other than to go thieves an open invitation to get inside. Picking a ladder off the ground and placing it on the building would have made more sense to myself.
The explosives room is great - thanks for making some parts a bit brighter there.
Runs smooth and had no bugs (had the elevator stuck in an early version but that's gone).
My playthrough https://youtu.be/khhmZm5pLLY