Drunken Robot Pornography

Drunken Robot Pornography

Defending Downtown Funkopolis
8 kommentarer
76561198080402407 19. juni 2013 kl. 3:07 
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I'm a Cop, you Idiot 5. maj 2013 kl. 16:37 
beautiful map!!! MORE PLEASE!!!
vonFawks  [ophavsmand] 21. apr. 2013 kl. 16:07 
Sheesh, this level was a lot easier when you could destroy induvidual weapons.
Destijl 20. jan. 2013 kl. 12:30 
I look forward to your future maps, then. Also, with regards to your comment on testing difficulties, I've found that if you just want to get to some particular area for testing reasons it sometimes makes sense to place lots of temporary powerups to help speed up the process. Lots of bombs usually help.
vonFawks  [ophavsmand] 20. jan. 2013 kl. 11:18 
@TBF I wanted to do a lot more exploration, actually, so I'll probably end up doing a sequel to this map. I did try to guide the player using the constantly rising areas to make a feeling of progression, so I'll play around with it more in said later map. My main fear was people getting lost, so it did turn out rather linear. Thanks a ton for the feedback!

@Awptie You know, I noticed that. The final titan is actually originally the first one you fought, and I wanted there to have the final area where you're hopping from platform to platform grabbing martinis to be focused on dodging. The main reason he's so easy is because I got tired of dying right when I got to him- I couldn't test the little area very much because of how hard it was to get to. I had to play the entire level over a TON of times, you know!
Destijl 20. jan. 2013 kl. 9:41 
I think you did a great job capturing the "overwhelming city" feel, and the map felt like it presented a great opportunity for exploration. However, in a game centered around timed, frantic battles, that overwhelming feel directly contradicts the player's goal. A way to avoid this would be to play around with lighting and pick-up placement to subtly direct the player to where you want them to go (Left 4 Dead is one example of a game that employs this technique successfully). On another note, however, I would be remiss if I failed to congratulate you on creating a gorgeous and challenging arena.
Awpteamoose 20. jan. 2013 kl. 2:16 
Agreed, this is awesome, though the last boss felt a bit too easy.
aDumbBrick 19. jan. 2013 kl. 22:03 
This is awesome good job, I like the feeling of moving from boss to boss.