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"Внимание! Эта карта требует от вас хотя бы какие то знания английского языка(Pre-A1 точно хватит на прохождение, моего А2 хватило на 99% текста)
Перевода на русский нет. В случае чего, переводите через камеру вашего телефона."
"Nevada" is probably what you are trying to create, but i tried it once and it was unplayable due to some strange lags.
Oh, okay. I wasn't aware the original was completely story-driven.
Yeah, I get why the dependencies are there, I just think some of them could be bundled up into a single mod. Sofa's Deco could be merged with Monster Spawner, for instance. I think Pure Empty Level should be independent because it's not designed with flexibility in mind.
You dislike Sofa? I think it's alright, although I'd be happy to see some more variation of natural grounds/walls.
Well, I could make a patch. Whispers already has resources. Recipes including them just need to be made, and with the portable crafters I have set up, it's very easy to do.
There are other maps? Whispers and PATHOS-I are the only 2 I've seen on Baro's workshop, unfortunately. I think there should be more endeavor for this type of content.
Yeah, thats the main goal. Original whispers was only about story and world, there was like 1 husk in entire campaign. I added more combat and interactions into it, so it feels more complete. But if you want to make it survival horror, then you need to rebalance everything,which is conflicts with my vision.
You can remove all dependencies but whats the point if you lose quality? I dont like SOFA at all, but it will require a lot of time recreating location. Empty level makes all maps safe from random baro shit, like spinneling attacking your map, or you spawn in ballast flora, or collide with something and so on. Spawner is basically a script tool. You can Spawn mobs only if you are in some square, like motion detector, but with modded you can make scripts, like timers, or spawn with press of a button
To me, the campaign felt more like a visual story than a game, and while I do appreciate all the detail that went into everything, I think adding this kind of mechanic would make it more interactive. I haven't gotten the mod to a presentable state yet, though, so I guess I should work on it more and see how the final product pairs with Whispers. If possible, I'd like to make it totally separate so it doesn't become yet another dependency. This has 3 workshop requirements, and that's already too much.
Honestly, i prefer it to be simple as it is. For example on second level there are really lot of different guns, so you can use all tools that you even probably never ever used in campaign, but with crafting you will lock all those guns.
When you kill everyone without damage, you will just dont want to heal, but if you are bad at game, you will lack both, ammo and health. If you force person to seek for calyxanide, then he will skip story bits and it will ruin immersion and pacing.
I tried it in Pathos I, and it didnt work at all, especially after millions of game patches, like when stun battons no longer can stun instantly, so batteries are useless.
So, mostly no than yes.
There are even text that says "thanks for playing", and when you get trapped, yeah, thats the end too.
I'm currently working on a mod that allows you to make the best of your situation using the resources around you, kind of like in Resident Evil games. I really enjoyed the campaign, and I think the gameplay would be even more engaging if you had to make the decision between crafting Ammo or Medical items.
When I'm happy with the state of the project, do you think you'd be interested in integrating its features into these levels?
going left gets me trapped. going down to the sub i cant find anything of use. i can drive it but i dont see anywhere to go. going to the right there is a shadow creature with a gene splicer and a pink alien door that i assume i have to go through but cant open. there is more to the level but i cant figure out how to get to it.
And yeah, most important one, if you dont familliar with baro modding, you cant play whispers p2 and p3 (out of 4), since it is bugged and cant be selected in mods menu
You can read stuff i changed in "spoilers" section.
this mod? I guess it wont make anything better.
As for your ending, it's not quiet my vision but different authors have different visions and directions. If your ending has something meaningful to you and a message you feel is important, then by all means keep it :)