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104% 54m 56s
I always do a 100% round first. Clean/holes/lightning/med kits --> NO stacking
On this map i cannot get the score below 102%.
Removing ALL that is not nailed down EXCEPT the LW will still get you 102%
Removing the LW wil finally change the score to 97% --> 5% penalty
Still a fun map though --> GOOD implementation of conveyor belt + elevator + funny pads
i did like the conveyor concept but i didn't used it, i just trow it straight in the incenerator because is completely su.. at conveyors.
overall good map and uh the secret room well yeah i did not read the pdfs i forgot that.
If you're interested in an LP of the level: https://www.youtube.com/watch?v=_pOJODuK7cM
The conveyers are what they are, yes they're "unstable" but it's the best I could do given the push physics. I've tried to stabalize them a bit but no dice.
@An Arstotzkan Official
I run quite a good rig so suffered no fps drops on this map. If you can point out the trouble area/s I'll see what I can do, although I have a feeling it's prob the mirror.
1) Barrel stacking seperated into 2 areas, 6 required per zone.
2) Dumb waiter shaft bottom raised to stop stuff falling out of reach
3) Body storage more clearly marked
4) Added one more blood decal to indicate hidden room, incase clue isn't read or not understood
Anyway, nice 40k-reference. Upvote!
Fun, but laggy at some parts
If you looked at all the data tablets you would be able to find the hidden room.
The furnace conveyors were neat, but need work. Anything flat against them doesn't move, bins and buckets get flipped over, and stuff gets caught on the edge just before the furnace without going in.
The corpse storage was a neat feature, but it wasn't readily obvious I could interact with it.
The hidden room was poorly-implemented. I had to go into ghost mode to find it, and the only reason I even suspected there was a hidden room at all was the missing plasma welder. There need to be clues that it exists and how to access it.
Overall layout was good, although I question the stacking zone in front of the dumbwaiter- you could probably get away with seperating that zone into two seperate ones on either side, there are few enough barrels to where that would probably work.
PDA text could definitely use some refinement.
Overall 6/10.
The barrels are a common sense thing, stack them against the walls. It was just easier to make one big stacking zone, instead of trying to make 2 thinner and much less noticeable ones at each side.
Also doors are stock mesh height, but I see on replaying they do seem to just skim your head height.
Thanks for the comments.
Size ratio of doors (they are too small - height is too low (using scale reference can help like
using 2 stacked crates for janitor height measurement.
Some doors are missing open sound
elevator is missing sound
Barel decals is stretched - too much height makes it look out of place and artificial.
and as a note - if this would be working space - would arhitect or designer stack
barels in front of elevator choke point?Probably not.Personally no need to change
it in your map, but to take in consideration for future work ; )
In lab room Flickering light prop needs flickering light source - on the prop (not only on body) since prop is emiting light constantly maybe have a light pointed at prop emiting light to
make it appear as is flickering.
I like level design.
And you really exceled at killing bodies.You can easily tell what happend and it
looks convincing.
@Photogirl: lovely to be reviwed by you again. The map was oiginally bigger, it had a church to act as a "front" for collecting the bodies, with rails that moved coffins to the dumb waiter, but the big stone area felt horrifically outta place given the rest of the map. I myself am a stay at home dad so right in that boat with you! Infact as my best reviewer, hows about you PM me a couple of ideas and I'll let you pick the next map idea!
I always find a use for them, so I'd say all of my maps will be DLC required.
It's well worth the buy, same price as cuppa down costa or starshmucks!