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And about the signs and directions: I do have arrows, but maybe there aren’t enough of them... If you don’t mind, could you tell me where you think I should add more? In my opinion, there are already enough hints!
I know the campaign isn’t perfect, but I want to fix all the mistakes in the new campaign I’m slowly working on!)))
A masterpiesce of a kind,
Very good map, suitable for 4-8 people to play in a team!
https://www.youtube.com/watch?v=XWXTKmPY_u0
넓은맵이야! 하면 겁나게 넓고,좁은맵이야!하면 너무 좁은 극단적인 컨셉은 좀 힘드네
gameplayer https://www.youtube.com/watch?v=2lMVeW7ID_g&ab_channel=L96A1ArcticWolf
与其他三方地图产生冲突!
Конфликты заключаются в следующем:
Bunker.bsp map 3
Getting Out Author by beholder69 (map 1)
Last Flight Author by Dr. Boomeer (map 1)
descent.bsp map 4
Beyond Dead Author by Evil (map 3)
Building.bsp map 8
Burning Night Author by JohnnyRamoneBR (map 1)
Рекомендуется изменить все имена BSP! например, DS_Bunker.
Прохождение на «Реализм — Эксперт»
Took me 3 and a half hours. Could've easily been under an hour and a half if I knew where to go.
Regardless though massive respect for making a long campaign. Love these marathon like maps.
- Have your campaign consist of 3-5 chapters
- Have at most 1-2 events per chapter, but put more thought into the execution of the events
- Revise your story telling to make it simpler to understand; give the survivors a clear goal, and a logical means of getting there
- Practice your geometry, remove any gaps in the walls/floor, make everything seem more natural and less rough
- Remove unnecessary areas and props, give the survivors space to breathe rather than confining them in narrow corridors the entire time
- Make it much more obvious where the survivors need to go. Don't rely solely on invisible walls
- Improve your lighting and item spawns to make them seem more natural and balanced respectively
Far too much backtracking, and its rarely clear where you need to go. Theres so many sections that loop back on themselves. We wasted so much time wandering around random back areas because we didn't know where to go. The worst part was chapter 9. We thought we were supposed to go across the bridge, and wasted 20 minutes trying to get into the saferoom, when the actual path was way back at the start of the bridge.
Fix the lighting. Half the lights are strobe lights. The other half are painfully bright. Most of them have no discernible source.
Many parts of the map are extremely claustrophobic. Some rooms are so small you cant even close the door while you're in there. There's also a lot of props on the floor which makes it hard to navigate.
Revise your story, and simplify it. We're running through houses, mountains, underground laboratories, construction sites, swamps, fields and bridges. It's very confusing and we had no idea what we were doing. Set up the story early on and give the survivors a simple goal to reach.
Its possible to get out of bounds in some sections, like the chapter before the bridge. You can jump around the yellow beam and walk across it.
Map geometry. This is something you'll improve at with time, but it's very rough as is. Everything is blocky, sections of the floor don't join up properly, and it looks like a Roblox game in some places.
First of all, stick to 3-5 chapters. 10 is way too long. It took us close to 3 hours to complete on normal difficulty. A lot of the individual chapters are also really long, so restarting is painful. Aim for around 7 minutes per chapter.