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But it's a little on the easy side especially on the first floor. It's really wide open, so some of the wrench guards can be provoked without problem, easily fixed by changing them to cops.
on all floors setting off isolated civilians (and there are a lot of them) can reveal "safe paths" since the locked door they don't go in doesn't lead to the nearest guard but instead to a blind empty passage that they won't come up., and doing it yourself will instantly keep you clear.
I absolutely loved the alarm placement. However the ones on the second floor in the top left and in the safe room can be ignored (especially with a wrench) since the closest guard is a wrench guy, and could really benefit from also having a tranquilizer turret imo. The first floor turrets are also less lethal than I feel like they should be which is a shame since hiding behind wall shadows is potentially so much fun with your layout, again, give those guards some guns. The third floor and the rest of the second floor were amazing otherwise. Arguably the 3rd floor doctor/civillian area could use a patrolling agent or one in the health room so they don't have to run as far
Please remove all disguise kits on the first floor. There's also a bathroom with a stationary cop physically blocking a health kit, which makes it impossible to get to for 5/8 classes /item use/disguise which could be fixed by moving him a single space to the right. Or you could trick people into using their item and have a secret passage wall connect the two bathrooms.
Overall really smart choices were made, and only the difficulty is really a concern.. due note that I played solo and the wide rooms are even more exploitable in MP.
Could you elaborate a little on
? So (just to clarify) you use the civillians fleeing to figure out the safest route? Huh. I'm not quite sure how to fix that, aside from having guards at the end of every hall...
I loved building the dog room, even though it's a bit unbalanced. A skilled gentleman or cleaner can exploit it because it can be used to get to any part of that floor.
I'm glad you enjoyed it, and thanks for your critique!
Edit: Two more questions. I keep forgetting to ask important stuff. :p
How did you feel about the balancing on the coin placement? The first floor is pretty loaded, but the harder upper floors are pretty sparse. Did this feel OK to you?
Aaand, just out of curiosity, which path did you use to enter the building? Did you use the lobby, the break room, of the vent?
I used the lobby to enter the building, I didn't think about the grounded coin placement too much , but I imagine you could sweat over them if you didn't know how to handle guards or were trying to get through each area with a single pass. The third floor is spare, and the second floor crowds the majority of coins in one area, but single coins force you to have to look for a way into the top right for example, which I thought was nice - and lets be honest, later campaign levels do it too. I was ok with it.
I used the lobby to enter the building. As for the 2f-3f stairs, I think the one by the helicopter is more fun than the other ones (top left is facing the wrong way and would trap you, or at least it did when I replayed the level) It's even pseudo encouraged by coins not spawning on the other staircase entrances. If they figure out how to pass the laser from that side they deserve the extra time score.
Actually the coin layout+guard facing makes exploiting the civillains redundant for the most part so I wouldn't worry about that.
The new 3rd floor's right entrance is a great example of an optional way to speed things up for puling off ridiculous stunts when an easy slow route is available, and it dosen't prevent people who choose that one from getting all coins.
I've implemented many of your suggestions and fixed an AI hangup or two, plus added a snazzy little surprise on the first floor.
You have been very helpful and prompt, and your sugesstions significantly the map. Consequently, I decided to add a "special thanks to" line on the workshop page for you.
So, did you find any changes to the unit roster on the first floor? This will tell me what version you got... Chances are, your version is close enough to the most recent one to get an accurate pitcure.
Personally I think it plays about the same as the one I fell in love with 3 hours ago, but it is a little tighter in some ways. I think the 1st floor surprise was in the version I played earlier. Pretty certain.
Yeah, at the time I was sitting there making minor tweaks, then updating over and over. Not the most efficient way to do it, but it allowed me to check for more suggestions.
I'll try to get a the blueprint out for you tommorrow. Keep in mind, it's still very early in the building process: I have the basic blueprint for the first floor done, but no decorations and totally untested challenges. Having someone who can play the game well test early in development will probably save me a lot of testing time and gueswork...
-On first floor, the medkit in security blocks the way in the room (the one behind the fist guard) you can put it on the table one above it or the table two below "fix" it.
-The bottom mid computer isnt connected to the grid. (first floor)
-On third, a guard was patroling into the wall near the doctor. Either that, or he was just really interested in that wall. :A