Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

"Clues" Reap Series Episode 1.5 Ft. Deadbolt
15 kommentarer
kill89 24. maj 2023 kl. 23:32 
good:steamthumbsup::medal::medal::medal::steamthumbsup:
TauroAdventures 7. feb. 2018 kl. 16:36 
@Zen Advent thank you, and exelent level, I give you 8.5/10, maybe you can improve for this level a prision guard
Zen Advent  [ophavsmand] 7. feb. 2018 kl. 14:30 
TauroAdventures 7. feb. 2018 kl. 13:09 
One question, one of these mods is for the weapons sound? I want to change my old mod for weapons (sorry for my english)
N3R 3. feb. 2018 kl. 3:05 
i got it
Zen Advent  [ophavsmand] 3. feb. 2018 kl. 2:17 
@N3R couldnt get the patchwad?
N3R 3. feb. 2018 kl. 2:11 
use dropbox instead of google
Giulin18cm 2. feb. 2018 kl. 17:37 
also remove the dodger in the first floor, makes bloodline useless unless you waste all your shots.

enemy placement is ok, would give a 7/10 to the level.
Giulin18cm 2. feb. 2018 kl. 17:36 
deadbolt sprites are meh, upon death, your body stays intact.

the roofing and light posts shoud be removed, they disturb the view making the enemies hard to see.

there is too much detail in the level, aways remember, you are making a hotline miami level, not a minecraft house to impress your friends.
Zen Advent  [ophavsmand] 2. feb. 2018 kl. 17:35 
@mvolevh much appreciated I will keep in mind.
mvfoley 2. feb. 2018 kl. 9:03 
- Your detail has always been good, but like Fusilli said, if you put too much detail in the level it can be distracting to players because they're focused on so much. LESS is More. I'm not saying you need to make your levels super plain, but just know that you don't need a lot of objects in each room you have. This will also help with the overall FLOW of the level (Example: Players not running into objects)

- Chill out with your use of edges. Not every corner section of a room needs an edge. You can literally take one tile for the whole room and make it look good. Again, less is more.
mvfoley 2. feb. 2018 kl. 9:03 
- Find a good color scheme and stick with it. Most of the levels i've seen you make you're using a Black / Brown / Tan color scheme a lot with weird mixes of brighter colors. Find a consistent color scheme cause if you're throwing random tiles everywhere then your level will look ugly.

**Lastly, I've mentioned this to you in the past, but I highly recommended that you have people PLAYTEST your level. LISTEN to their feedback and see about changing stuff if they give you advice.

- If you want examples on what I mean by your edges, look here: https://imgur.com/Zp6bxgR

Hope this helps, thanks.
Zen Advent  [ophavsmand] 2. feb. 2018 kl. 2:36 
@Fusilli try to make it less with the objects/props and focus the level in play got it .
Fusilli_ 1. feb. 2018 kl. 23:53 
The level suffers heavily from quantity of items placed over quality of level play.
Areas are usually over detailed and end up quite cramped and hard/annoying to move around, this is especially prevalent in the final floor.
While I find it is pretty important to make sure a level looks up to scratch you should focus mainly on the fact that the level plays well, detailing should be one of the final things considered.
JoergJoerg 1. feb. 2018 kl. 10:04 
really good shotgung level