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I'll check out the AI at the OBJ's, perhaps a recent update broke them. I'll also add a small arsenal to the beginning for players who wish to customize their loadout a bit. Finally, if you get past the MG at the end you'll see its blocked off, you're not meant to kill it :D
Thanks again for helping me improve my mission.
At some of the OBJs they straight up don't attack. Yet at the end during the escape, the MG is almost impossible to take out without cheesing. It also doesn't help that the gun shoots either above or below where you're actually aiming, both down sights and from the hip. It's weird because I've never encountered this kind of issue before, especially with the guns. I don't know what it could be but I do know it isn't my game, as I ran an editor mission on this map just fine. Otherwise it's a great map and a good showcase of the level itself.
Still, I love the atmosphere. So creepy
Moved to OBJ1, killed the three guys but dodn't find any intel. Kinda similar at OBJ2 and I didn't even try the last one
Sadly due to the current issue with the map crashing your game if you attempt to load a single player save, I am unable to add patrols or smaller engagements. Being caught by surprise and getting killed would force the player to completely restart the mission.
I plan on adding them once the issue is resolved and the mission can be extended.
Although.. the spacing really killed it for me, I spent the first 4 or 5 rooms clearing and checking corners only to realise it was deserted beyond the intel spots. Spent 10 minutes running from objective to objective for a 30 second engagement.
All in all, I liked it, but more enemies or less utilisation of the map is a must for 2-3 tasks.
Regarding the mission, I mostly agree with Darkbelg but I would also add that don't give enemy 7.62x39 and bullet-resistant fatigues and the player 9x19, its a little to underpowered, but this is kind of a mute point given that we fight Spetsnaz, so just upgrade the player to 5.56 or 6.5
Regarding the map however, I think that the main areas are kind of too spread out, like it takes more to traverse the map than to complete any objective, and also I would love to see a "pre-disaster" version with everything properly illuminated and without so much clutter
- Give the player medic trait so he can heal to 100%. To stop the moaning.
- It says to exit through E2. But there is no indication where that is on the map. You do pass what seems like an elevator in the corridor. I would have expected enemies to go from the
elevator to the "device" room. Or have at least one enemy at the elevator. To indicate hey this is the way. Or just add a objective marker. Exit through the Car Park is a clear direction and it's general location is marked on the map.
- No auto saves
Ok i have played it and here is my feedback on the mission not the map.
- There should be a picture of what intel looks like in the tasks or briefing. There is to much clutter that could look like intel.
- Don't know why ai is on aware and not careless. Meaning flash lights aren't on by default.
- The path finding is supposed to be showcased. But i'm not sure what that means. Most of the time they stayed still. Except for the reactor area where they moved.
- Expected some patrols but there don't seem to be any.
- Enemy inventory are supposed to be locked for players. But it seems to be 50/50 on if that actually works or not.
- The ability to not be able to go into enemy inventory and switch guns is a bad one. Because i would not be able to do the mission because i would run out of bullets. Maybe just don't give enemy GL or explosives if you want a controlled experience.