Mini Ghost

Mini Ghost

BOUNTY HUNTER
Showing 1-10 of 10 entries
Update: 15 May, 2017 @ 4:17am

Update: 14 May, 2017 @ 9:27am

Several small changes have been made since release.

-Some area's were completely inaccessabile due to lack of platforms out of the areas (fortunately you had teleport buttons by the time you could get to them (if more are found, I will address those).

- Some enemy placements in Area 4 were far more annoying and frustrating than challenging. This has been adjusted accordingly.

- Keycard 4 was missing form the game entirely. This has been fixed.

- The boss for sector 3 has been adjusted to be more difficult, and now you cannot rush the keycard as easily.

Update: 14 May, 2017 @ 9:23am

Update: 14 May, 2017 @ 8:45am

Update: 14 May, 2017 @ 8:23am

Update: 14 May, 2017 @ 8:21am

Update: 14 May, 2017 @ 1:13am

Couldn't put it down, This will be the official release of this map into V1.0

Options included with the official Release:

- Area 3 and Area 4 have now been added.
- Play Testing exploits and difficulty can now commence with all of the items available in the game.
- The Dark Areas have been adjusted to the red pipes.
- Minor play balancing has been conducted on the areas 0 - 2.

Update: 12 May, 2017 @ 9:04pm

Previous version was uploaded with one problem:

- Removed Night vision goggles from starting inventory.

Update: 12 May, 2017 @ 8:43pm

Changes Update:

- Area 3 has been added, complete with a boss encounter at the end.
- I have added the custome sprite to the character. ( Sprite itself should be available in the workshop.)
- Made some adjustments to the rather "bullet hellish" areas in Area 2. These areas should play more reasonably considering I do not have many health restoral robots in that area.
- Made a few enemy placement (add / remove in some places) to help with the entertainment / Frustrationl levels o in

Update: 12 May, 2017 @ 4:16am

Unfortunately, the change long for this is inaccurate as its the second release of the map.

Everything has been restored that I had lost originally, and the map is coming along.

Changes from Previous Version 0.2
- The boss room for [Area 0] is now properly visible (as opposed to requiring night vision goggles.
- The [Area 0] has had a bit of a restructuring for enemies (some placements were genuinely annoying as opposed to placed with intent of sub items to make the rooms easier; that was not the intention)
- I have added a few new powerups that can be aquired. (They may be adjusted given the scope of the map, and placed else where to balance item collection vs exploration/completion.)
- Mob placement in [Area 1] have been re-assessed to address "challenge vs irritation"
- Mob placement in [Area 2] have been re-assessed to address "challenge vs irritation"