Monaco
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Tower Heist
   
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Mission Type: Heist
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45.726 KB
Jul 3, 2013 @ 9:10am
Aug 12, 2013 @ 10:33am
50 Change Notes ( view )

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Tower Heist

Description
This is an eight floor monaco map I have been working on, I classify it as difficult
Popular Discussions View All (1)
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Aug 10, 2013 @ 3:22pm
Next Map/Campeign
Pudleglum
27 Comments
Pudleglum  [author] Aug 12, 2013 @ 1:15am 
OK, I'll sort this out.
Second Aug 11, 2013 @ 8:55pm 
* on the Vault floor, the vault on the left (with the dart guns) is way way way too difficult. dart guns hooked up to lasers are usually really difficult, but its worse because you have 2 dart guns on 2 different circuits, not to mention alarms and patrolling guards. Since the 2 darts are on different circuits you end up stun locked where after you get darted you only have 0.5 seconds after you wake up to avoid the remaining lasers or else you get darted again, and if you get darted again you still only have 0.5 seconds to escape. And that's hard enough, but then guards come storming in and you quickly die and are very difficult to revive.
Second Aug 11, 2013 @ 8:55pm 
I tried this out a couple more times, once with a locksmith and cleaner then again with a cleaner and a gentleman.

* this level is a lot harder without the gentleman, you have to cause a much bigger fuss mugging all of the civies.
* I like the new roof. But I would put a couple coins up there (otherwise players may just go down a floor and use the car to escape.)
* the gating in the vaults is too low contrast with the ground, it makes it difficult to know where to run.
* on the vault floor it is too easy for a guard to get stuck next to the light switch, they end up unable to patroll and constantly turn on the power which makes it A) impossible to turn off the power B) sometimes it kills your hacks.
Second Aug 11, 2013 @ 6:44pm 
Glad I could help.

Also allow me to echo supermac500's sentiment that your level has a ton of great details, while there are still some design rough spots, most of it looks good enough to have shipped with the game.
SuperMac Aug 11, 2013 @ 1:58pm 
So this was fun, great to have a level with the combined classes, helpful items are placed well....might be slanted a little too much in favor of the Hacker/Cleaner, with so many computers placed about. Great looking level though, with little extra details like the private heli-pad and what I assume was a fallout reference in the overseer's office. Oh, and secret passages are always fun, rewarding to come across them, and about all the ones I found were helpful.
Pudleglum  [author] Aug 10, 2013 @ 11:23am 
Just so you know Second, you are an immense help.
Second Aug 9, 2013 @ 6:48pm 
* I like that the stairs from the vault to the penthouse overlook the next stairs that you have to use.
* I don't like that if you go left out of the stairs leading into the penthouse you cannot progress until you go back down the stairs. This is annoying.
Second Aug 9, 2013 @ 6:48pm 
* items and med packs are well placed
* I like the vaults and I find it novel that you can brute force them (ie just let the lasers hit you and use items to take care of all the guards that show up).
* while I like being able to force a vault, I don't like that its a successful strategy for all of the vaults. I would add guns to some of those vaults.
* some of the lasers in the vault do not seem to be hooked up.
* this level seems balanced against the redhead/lookout. There are lots of areas practically made for the mole, gentlemen, or the hacker, but no areas specially made for the redhead. It might be interesting if you added some alarm doors with guards standing in front of them. They would be really easy for the redhead to pass through, but more difficult for other classes.
Second Aug 9, 2013 @ 6:48pm 
* the secret passage ways are neat and give you a lot more options, but I feel like you need to do something to educate players that they need to be on the look out for them. I would solve this by making a couple spots on the 1st/2nd floors where it is completely obvious that there are secret passages in affect.
* personnel banking is too easy with the secret passages.
* I like the idea behind the roof but its really easy. I think some fencing could go a long way here, also if not all of the ducts were connected.
* I don't like the penthouse roof, it seems too gentleman centric.
* the penthouse has very long sightlines, some without hiding places, I doubt I could have done it if I didn't have half a dozen items in stock.
Second Aug 9, 2013 @ 6:48pm 
I beat it, pretty neat but its kind of easy (at least for my taste)

More notes:
* I like that there are fewer coins, but I miss just how many civilians were in there. Guess its a catch 22...
* I like the changes to floor 1, it felt great getting spotted hacking a comp on the wrong end of the front desk and then running through the courtyard bushes to flank around the bottom of the level and walk right past a lot of guards
* I like the maze of floor panels at the top of level 1, I just wish that the floor contrasted more with the floorpads (they blend in a lot)