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https://www.youtube.com/watch?v=gAuio7CM19U&list=PLIx8leVjQawMe7CNkQkhQS6f2RIhUz4NV&index=77&t=1116s&pp=gAQBiAQB
The audio of Trump announcing the comeback of the dead kindof makes sense again. ironic
The spawn rate seems a little high when you enter some rooms. Zombies come in an endless stream at the door and you have to abuse despawn mechanic. Some clip entities could be placed and alligned better for more accurate movement around the map. No variations of objectives and walkthroughs.
But overall maps is very very good and made in high quality with a lot of details and cool voice acting (made with AI)
To note though, my frame rate in the small town dropped quite drastically when looking at a few certain directions. I'm not sure why this happens as I see nothing particular that caused it in those directions. Otherwise, my frame rate was perfect throughout. Regardless, great work here!
The sound you hear on spawn is from dawn of the dead 1978, the forest music is from true detective, when you approach the military bunker there's a short soundtrack from season 5 of the walking dead, same with the 2 songs that play inside the bunker when you go to the medic bay and for the fuse. The nuke silo uses soundtrack from the game XIII, the finale song is again from season 5 of the walking dead.
I hope I could be of some help.
The map is walking the edge of source engine limits, the original plan was to have multiple spawn points in different houses, but the limits don't allow me to expand the map any more.
There was a time where the tunnel didn't have that many runners and it was just too easy, even now you can do it solo pretty easily with an M16 or AK, which you get a lot of ammo for before the finale.
I don't love the bows, I just wanted to start off with civilian tier weapons to make the progression a little bit more gradual.
In connection with that, I'd say open up some of the houses in the starting area so the player can explore and find some extra supplies. You might also consider splitting the player spawns up between the existing spawn house and the one across the street, and adding a few zombies on the road inbetween to make meeting up a bit of a challenge.
Finally, I'd ditch the runner spawns in the tunnel sprint. The horde of zombies is probably enough as is, since the extraction is already a timed event. You could replace them with normal zombie spawns and have a situation where the players are tearing through the horde, only to be surrounded by more shamblers coming in from behind, which would keep the "fighting retreat" feeling of the current map.
As a final point, I'm guessing you really like using the Deerhunter? The number of arrows is kind of a giveaway. That's not a complaint, either.
That said, I do have a few suggestions for changes.
First and foremost, I feel like there needs to be more handgun ammunition in the beginning town area so that the player has access to handguns with a flashlight when they get to the woods. I can see this being doable with the bow/melee weapons in a group, but it was somewhat annoying doing it solo.
Brilliant level design, impressive variety, awesome ideas, admirable sense for pace, delightful atmosphere additions... making your maps, especially that one, super solid & definitely captivating. Yeah, endings can be brutal, but the progression through your maps is part of the Top Notch Workshop experiences in more than 10 years. Just maybe add some extra lighting some day, and you'll sign masterpieces every time. Loving your work, thanks a bunch for what you're doing, and please keep it up.
All the Best.
Mobb Deep - Shook Ones". I used the instrumental versions and looped them.
I am glad you liked it, a lot of work and testing went into it. I hope I inspired some people to make better custom maps in the future, because right now most custom maps are just empty rooms and hallways.
I converted the voice lines into Negan's voice with AI, it's not perfect and he sounds like he smokes about 2 packs a day, but I think it's pretty cool.
p.s. I love the VA for the scientist at the end, he did a amazing Negan impression.
The roads could have been made with displacements to make them bumpier (which I don't think even the offical maps do), but it would mess with the sewer drains that are placed near the curbs.