Steel Storm: Burning Retribution

Steel Storm: Burning Retribution

motorsep  [developer] Aug 19, 2013 @ 6:56pm
Steel Storm DLC2 "Forgotten Prison"
At last, a new DLC has been released!

Click here to read what's in it


OLD: Small video update:

Almost all goodies are there, now I just need to add keyed doors, lifts, and start putting it all together :) Otherwise I'll get carried away and make Episode 3 :P
Last edited by zratchet (Raquet); Oct 17, 2013 @ 8:09am
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Showing 1-11 of 11 comments
Necrodoom Sep 25, 2013 @ 3:49am 
Bug list:

1. yellow lock can be destroyed by storm shield or missles without going thru traps first

2. if you destroy box just as you trigger lever toggling big bridge, lever will appear to get stuck as if box was there, but still work

3. missing terminal for multiplayer

4. 4th secret in final area will appear to be triggered normally but will not open untill you destroy blue lock

5. turrets around big bridge will appear to spawn elevated, shooting a single shot, but then drop down on the platform, elevating back up with the platform this time

6. not exactly a bug, but most of the objects are not editor useable, with the exception of spawn pads, which are bugged due to having no collision and are not selectable.
Last edited by Necrodoom; Sep 25, 2013 @ 9:13am
motorsep  [developer] Sep 25, 2013 @ 8:41am 
None of those are bugs, Necrodoom.

What kind of terminal are you talking about in #3 ?

#4 opens up here before I destroy blue lock.
Last edited by motorsep; Sep 25, 2013 @ 9:20am
Necrodoom Sep 25, 2013 @ 9:15am 

in #3, i meant a weapon terminal, which exists all the regular campaigns, so people can equip myself in co-op.

in #4, i was mistaken, it is openned by getting 2 other secrets, though 4th secret is confusing since it appears to not work when it is found in the first place.

not sure why #1, #2 and #5 are not considered bugs? #1 is sequence breaking, #2 looks like the switch is broken, and #5 looks simply glitchy.

also may i ask why is #6 not an error?
motorsep  [developer] Sep 25, 2013 @ 9:20am 
lol sorry, Necrodoom :)
motorsep  [developer] Sep 25, 2013 @ 9:55am 
Lemme break it down for you. For once, it's a DLC, not overhaul of game's underlying code. Which means if I spawn turrets (#5) right on the pads under the gel, they will fry you up before you know it. And there is no way to have them sitting there "asleep". Thus I made a decision to spawn it right before pads will be raised.

As a designer, I chose not to put #3 because I didn't think it's important and it is not. There is no 20 weapons to choose from and on that particular mission you won't be able to equip yourself as you only get certain set of weapons.

#1 allows people to play however they want. If they want to take up on trap challenge, they can't. If they don't, they don't have to. It doesn't break the game as you still can finish the mission.

#2 is how the game code works, I can't change it without overhauling whole framework. Func_train with autostop flag stops at path_corners and needs to be triggered again. As you destroyed a trigger, you can't re-trigger it again. I think I warned that this DLC plays differently and there is no needs to destroy everything at once ;) Either way, it doesn't prevent you from finishing the mission.

The goal was to make a brand new experience, not to make everything to be changeable in the Editor. The goal was achieved by simply making good use of standard level editing techniques using NetRadiant. And I said several times in the past that making in-game editor was a mistake as it's much better to make maps in the NetRadiant. Thus #6 is not an error but a thought out decision.
Necrodoom Sep 25, 2013 @ 10:04am 
Ok, thank you for your response, its very helpful and just wanted to know if these things are simply missed out :D
EHOT Oct 9, 2013 @ 6:08am 
nice styling without the bright elements. completed with pleasure, but didn't find all secrets :wasted:
motorsep  [developer] Oct 9, 2013 @ 10:21am 
Glad you liked it! Well, look for KiA's logo on the floor (very faint), there are 4 secrets total.
zratchet (Raquet) Oct 17, 2013 @ 8:12am 
Original post has been updated with trailer link.
EmoLevelDesigner Nov 16, 2013 @ 1:13am 
My impressions about Forgotten Prison DLC:

Changed developers' logo at the beginning is a nice touch to set the atmosphere. The new music is great.

The design looks quite monotonous, because the same wall mesh is reused seemingly millions of times. And texturing is monotonous: one texture is used "millions" of times, and this texture is grey with few black dots. So it's repetitive and hard to find your way around - likely a deliberate choice to increase the playtime? Still, there's quite decent dark and fortified atmosphere, with points of lights.

The entrance area look great, and there are beautiful decals drawn on the floor.

It's good to have some more variety. Not only enemies on the map, but the map itself tries to kill you - there are traps: crushers, moving lasers. These are hard to avoid. Good thing they're not instakill. The interactive switches and doors where first locks go away then the door opens are nice touches. There's a jumpramp to jump through the acid pool, and you need the highspeedengine to use it - that's a clever idea which I really liked.

Unlike the original game, the difficulty seemed pretty casual here: I had strong weapons and a lot of hovertanks.

The beginning map where you're dropped from the ship looked incomplete: instead of seeing how your hovertank is falling from the dropship on the snow or atleast see the terrain below, there's a teleporter labeled "EXIT". Then again, maybe I didn't understand correctly, and it's not a dropship, but a teleporting station which they call "dropship" to make the place feel more romantic.
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