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I'm glad you like the puzzles! Even though I've "released" this, it's still open to modification... so any more ideas you have, I'm happy to hear.
I like using the 5th floor bridge between the bottom left and bottom right (from the right side) but the lock on the door of the left side prevents you from using a seagull(conveniently placed outside on the lower walkway) to get the guard out and run in while he isn't facing players. (unless using locksmith or cleaner)
I did play again to see if it would be faster to go with emp> c4, and my result seemed to be yes, with the exception of the bank area. I actually wish there was a wrench or extra c4 in the top left or top right 4th floorws, because coming back down is not worth it with the emp, and you don't really want to make more backtracking for yourself.
Respecting the puzzles is a two way street on this level, which makes slowing down rewarding.
I noticed the coin problem last time I tested, and thought the game was just glitching out. Obviously, it's a problem with the map; I'll look into it.
I think after I update again, I'll be ready for any little nitpicky things you have.
It's really hard to test this one because it's so freaking massive. I think next time, I'll build three floors maximum. Good greif.
The northeast tower will be acessible through f5, I think. You actually cannot reach the top of the NE tower through itself, which is why f2 must be crossed at least three times: up the NE tower, up any of the other towers, and down.
I think you're probably right about the lasers, I'll move them.
This map requires key management. In the beginning text, it will probably warn the player of this. I'll also eventually get around to adding those indicators. In fact, I'll put them in this next revision so you can tell me if the placement is effective.
I'm actually going to seperate the floors again. Having such a small space to work with creates some interesting challenges... both for the player and the mapmaker.
I think I've learned my lesson with this map: epic undertakings are difficult. Because there are so many floors with so many rooms, I'm having trouble keeping the challenges fresh.
There will be enough keys to open every door, but some of them will be on F8.
Speaking of C4, its a godsend at the third-floor Bank
at this point I'm guessing you're planning to have the upper floors stay combined until the player's get to the second and last key, before going back to 2F and climbing the isolated northeast tower to a trophy?
How do you intend for players to go through the 1F staircase alarms ? I've used different methods as I replay the level, i'm unsure myself which is best. Decorative elements abound now. The new bush heavy second floor makes it significantly easier, although that may be important with the amount of revists needed. The c4 room is spacy and probably a better canidate for the two flickering lasers than the disguise store.
Once the major issues on a floor are fixed, I'd be happy to hear about the nitpicky little stuff, like the window you mentioned. Sometimes the small stuff can really improve a level... just not until the major stuff is changed.
Which window did you think should be changed?
The bottom left 3F area is very strategic, except that a wall partly blocks the turret, so it usually does no damage, or at most the autogun damage. Finally for the escape garage, the 1x1 pillars on the right side are awkwardly spaced with the new room size. I think there was one place I wanted a north south glass wall and west east solid wall swapped, But it's minor,
Currently there aren't enough keys to use all four 3rd floor entrances (so I blew myself up with c4 to get all coins in one run) also you left a key door for the old 2f-1F entrance top center, but the U shape does help get guard stop chasing you, which makes me want it to stay (with the key door swapped with normal walls of course)
You should have seen the giant cordon of death before it was the giant cordon of death. The thing was ridiculous! I couldn't get past it--and I'm the one who MADE it. It involved, like, three seperate metal detectors and a search laser and four guards with no way through.
Just FYI, I only have F1 and F2 sketched out, but there will be eight floors. The layout will be really interesting, I think you'll see why when I get to F3.
I can't quite figure out why F1 feels so boring. It just... kind of lacks energy. I'm thinking about modifying things so that there are more patrolling people who follow a set path. Add a little ordered chaos. The symmetry probably isn't helping; it might make sense to place a loading bay where the upper-left office is, and fill it with snazzy items for the player to steal.
F2 is currently playable, just not decorated. The player will most likely have to go across it a minimum of three times during the course of the game, so it needs to be peeeeerfect, and probably easier than the other floors. I'm not happy with the wide-open space in the middle-it seems to kill all the action. Making it wavy or staggering the shops more might help.