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https://steamhost.cn/steamcommunity_com/id/ban3550/screenshot/2471989872533335164/ No Reshade, too bright
https://steamhost.cn/steamcommunity_com/id/ban3550/screenshot/2471989872533361404/ No Reshade fine!
Also, no safe room music
- I disagree with the brightness complaints since this is supposed to be in a desert setting/during a sandstorm. Maybe up the fog/haze and drop the brightness down a tad? I dunno, the lighting makes sense to me from an aesthetic POV.
- The area in map 2 with the set charges was the buggiest area in the entire campaign for me, I had a bot get revived in the right corner near the entrance while the user and the other bots died in the cave-in. The bot was stuck in that corner until I restarted the entire session.
- The area with all of the containers in map 3 confused me a tad since they aren't climbable like they are during the elevator panic event in map 2.
- The fuel for the digger can be shot and ignited before finding out what it's supposed to be for, maybe change it to an unignitable can?
- The finale is overall too easy. Tanks cannot freely maneuver so it's easy to just pump them full of lead. Also survivor bots and common infected loved getting stuck in the maze-y corridors.
- Many areas in maps 1, 2 and 3 felt overly sparse, like a lack of props showing how this mining town was once populated with miners.
- I'm sure you're working on the lack of talker lines, cinematics and world building bits.
Perhaps you forgot the tonemap controller entity? You can copy one from Valve's map so the HDR doesnt make everything too bright
There is quite a bit lacking for weapon and ammo spawn and rescue closets through out the first 3 map
For the visibility I think it's quite bad if the fog is on constant, I thought it'd be on random like Hard Rain.
Finale I got lost trying to find the rescue vehicle, died several time until I finally found the chopper on the roof due to poor visibility.
what did you like about the mod?
It's not bright!
Some of the gimmicks were pretty fun, albeit sometimes odd. The pickaxe weapon seems to have some weird animation/movement where I suddenly see a blotch of black every once in a while while I swing (could be the character mod I used, CEDA Rochelle). Also the finale is kinda bad, as the town is really cramped and maze-like and the fog doesn't help a lot.
I see potential in this campaign, and I hope the feedback serves you well
I had difficulties navigating map 1 due to a lack of signposts or markings. By that, I mean that there's no lamps or graffiti to mark the critical path, and I say this because I got lost in not one, but two dead end corridors.
I noticed throughout the campaign that you have these weapon boxes that contain both the tier 2 shotguns and the three tier 2 assault rifles. I respectfully disagree with this notion because it plays into people's preferences rather than making them adapt to the director's RNG (that and I was alittle salty about not being able to get a laser sighted AK in map 2). I say that you should have like 2 weapons in different spots around the map, or 1 and an ammo pile, and let RNG handle the rest. It's alittle boring to just have the same assault rifles and shotguns every time.
I agree with Skip Wiley in that the finale was easy because of the tanks not being able to move around more. I think one possible way to remedy this would be to spawn a tank in town but away from the survivors so that he has some cover from the gunshots.
The digger road section was too easy because a vast majority of the zombies were spawning ahead of the digger and couldn't get over it, and it was only at the end where they finally started spawning ontop of the survivors.
And that's about all the things I could think of. Like I said, I do like the premise of the campaign. It tackles a setting not often seen in custom campaigns. But It's pretty rough around the edges in execution. I hope to play it again in the future when it's finished!
EDIT: Became white wireframes when Ioaded the finale up again to get a picture of the doorframe one
https://imgur.com/a/XM9F9ph