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It was real that the power supply needed to be restored. (It is also good that it is a task as part of work without requiring advanced actions)
I love the maps you make. I can feel the lives of the people who live there.
And if you want more explosive barrels to eject out of the airlock for some fun space-fireworks, there's a machine with a lever not too far from it that dispenses them infinitely.
(I'm honestly not sure what'd happen score-wise if you chose to stack them instead, though.)
Unable to get the crates and barrels launched out in the beginning. Those are not in the images.
Barrels *almost* overwhelmed me. The amount of barrels is very large.
I still managed to stack all of them in one zone though.
You could ignore barrels/boxes and get a 100% score, and then go back stack them and get like 20% on top of that, so yeah, nothing to worry about.
This map is good but it need serious improvent. More places to put crates and barrels. Make that damn elevator wider so it dont kill the player. Cabinets doors also can kill the player.
Anyway i hope you dont get offended by this, i just want this map to get better. But another hatch to get rid of things please. That map is huge only one is crazy.
its pretty close to the cap in multiplayer.spill a dirty bucket n drag a few bodies around n the saturation message appears but seems to be an ok balance as its got alot of mess in it
Triggering the limit even faster on those situations?
Welp that's not gonna help much, but if it can still handle my giant URF map, then the map i'm working on then that shouldn't be that much of a problem.
into a monster then i got bitten by its bugs n had to fix those.lol
every map has teething problems.
anyhow looking forward to it on my new PC n im sure it looks awesome as allways!
Inspiration doesn't quite flow like it used to, after all.
If you're really curious, it's a map based on Lobotomy Corporation (if spoilers work in comments anyway). But the hallway structures make it a tad difficult at times, as well as figuring out what would decently represent each four of the upper departments.
(But that game certainly is perfect for Viscera, with how often people die in (brutal) ways, heh.)
Though, yes, the electrified water did get me eventually, though if I remember correctly, I jumped in anyway just to see what would happen. :P
Good to know people still enjoy the map despite it's technical difficulties though (atleast most of them can be avoided by completing the level in one session).
it does work but not on everything as some things it wont work on
it only work for loading 3 saves on my landmines to fix a respawn bug that they used to have:)
So i guess go easy on that kind of scripting, the game aparrantly wasn't intended to be able to handle the loading/saving all those kismet details. Had to find that out the hard way, heh... Ah well, still made for a great map if you do it in one run.
I assume you could matinee brightness to make it appear slower so it looks
cooler.Worth testing haha.Good stuff, this visual scripting is fun.
In the case of lantern slots, it skips the class check, and instead, the trigger event itself only reacts to the lantern class and those based on it (so, unintentionally, broken lanterns also count as valid input to the power box).
It's a bit of a mess but it's nothing overly difficult, it's just very large and messy.
But everything has it's own comment box, so it shouldn't be too hard to figure out what does what.
How do you tell kisme that all this happens when you put designated item (like your circle
metal piece) in the electric toolbox (trigger?)
(btw I'm checking kismet from your mission, I'm still curious about it though)
Can always try improving the ambient noises but so far it does the job. The elevator being a brown slab didn't give me much space to add a moving console, though, didn't want to attach multiple things to it and make it overly complicated/error-prone.
Would you mind share proof of concept for one power box and
couple fuses?I would love to have simplified concept.
That out of a way - Gotta say I like map design.There is some
verticality involved, seem like elevators are becoming your
brand sign (you have them in every map : D )
No more tight spaces where one can get stuck - good!
Only 2 thing remain -
sound design is bit boring with that one ambient track playing
on and on.
And elevator to water area - it needs panels inside of elevator
to really make sense.(As elevators in irl have panel inside
and outside of it)
Hope the two elevators where fine for transporting bins and such up/down, though. Initially it had only one elevator, which was a real pain.
And something fun, the switch in the hallway dispenses barrels, great fun chucking em out of the airlock for space-fireworks.
138%
once again, great level design; a few complaints.
One small barrel location... http://imgur.com/a/PEVAn What do you want from me CarTheif?
Getting the boxes and barrels from the top floor of the bottomless pit room is a pain with the tiny elevators.
I loved the power components though, big improvement from the set up in Dark Station.
Would have been difficult anyway to figure out a way to make padlocks disappearing look good, instead of just crudely vanishing into thin air instantly, since they chain together the two doors/hatches.
btw nice map:)
Hm, well hope the map will be bug-free for people if they do it in one session, there is a nasty bug with loading a save of this map, and kismet things don't stay in the same state they where (aka hidden things go un-hidden, toggled things go from off back to on), and i don't even know how stable all these kismet operations are gonna be in multiplayer.
Feel free to mess around if you want and see if you can fix that save and load problem, i already tried implementing kismet stuff to fix it but so far it hasn't been doing much (though could just be faulty coding on my end).
will play this one when i get the time n let ya know if i spot any obscure bugs (if any lol)
looks good it's allways nice to have a new map to play