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as for rooms , maybe some could have incomplete constructions with a couple of walls not being complete etc.
Would it be possible to hire some members with random attributes at shop ?
How about being able to buy double edged buffs at the shop ?
By the way i dont want to sound like a "me want , go makey !" kind of guy , since you asked for suggestions i thought i'd throw stuff i had on my mind
- Although you're probably aware of this already, the boss room as it is currently is very bland. Knowing where the bosses are and where they are going, I can do the same exact thing every time and get away with it.
To fix this, I think making more boss rooms or adding different paths for the bosses to take would make them much more interesting and fun to play against.
If you're adding more boss rooms, maybe you can have a unique boss fight for each room. For example, one boss room could have like a maze layout with multiple routes, basic enemies, and a boss enemy at the end while another boss room could be like an arena with a juggernaut type enemy in the middle, forcing you to outmaneuver it (this would all probably take a lot of time though).
There should also probably be a reward for beating a boss room.
- While adding more varied bot paths would be very time consuming, it's still a problem that you can memorize every single bot spawn and path in a room after playing through it once or twice.
Although I'd understand if you can't solve this, I think getting any kind of solution to make the bot spawns and paths less predictable would help a lot.
- Getting all curses in the shop due to bad rng is a bit annoying. If I was doing a serious run, I think I'd instantly restart if I just got a bunch of cursed items in the shop early in the run (which happens quite often). And sometimes, the gears can have curses like three times in a row which prevents me from having a throwable til like room 20.
I think all the cursed stuff should just come from like two crates in a corner of the shop (kind of like a bargain bin).
- There are a lot of different values and stuff that I would like to change but are ultimately up to preference. For example, I think the outdoor rooms appear too soon but right now, it isn't possible to change it and other people may think differently depending on their configuration. Also, being able to configure the bot health would be pretty useful too.
If possible, I think a mutator made specifically to configure this map would be quite handy.
- I think adding a special room that is used to transition from one stage to another would be pretty cool and would spice up the room variety.
For example, a room that transitions from stage 1 to stage 2 could be like a lobby area with a staircase in the middle that take you down to the first floor.
- Can game length be used to alter the map?
If so, I think it would be cool if the game length was used to change the bot count or something.
Take whatever you want from these, they're just some ideas that I had. I think what you've been doing with this map is very interesting (especially with it being so unique) and hope to see what more you can accomplish with it
you enter a level by going through a hallway to an overgrown concrete bunker exit, chain link fencing on your left and right keeping you from entering a thick underbrush. Continuing in the path that you just entered through, a wide dirt trail with various cover objects stretches out ahead of you. Bots spawn behind the cover, shooting at you as you walk down the path (idk if it's possible for them to effectively use cover or not with their pathing AI) and all you have to do is make it to the other side and enter another identical concrete bunker entrance.
Having no experience designing a level idk if this just sounds like gibberish though.
Can't wait to see what you do end up doing with the planned outdoors area though!
I didn't check that they were already implemented, although I really like them currently
Can't wait to see what you do end up doing with the planned rooftops area though!
Also, smaller note, but is it possible to tweak firing animation speeds along with fire rate? IDK if that would introduce jank, but i rolled a 76 Eagle shotgun with something like a 1.75x rate, but the buff became essentially irrelevant because of the pumping animation sending shots into the sky.
i’m pretty sure my thinking for that room when i was first making it was that it was supposed to be a test for your current loadout. a suppressed pistol or rifle is capable of taking on rooms with cover with ease. so to me one or two weeks ago, adding a room with flimsy cover would force players to prepare ahead of time with that room in mind. the room’s design and place in the map is really flawed though.