Monaco
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Rogue Street
   
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Mission Type: Heist
File Size
Posted
Updated
16.859 KB
Aug 2, 2019 @ 3:01am
Aug 4, 2019 @ 4:24pm
6 Change Notes ( view )

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Rogue Street

Description
The Gang comes across a relatively quiet town while escaping from the law yet again, Seemingly safe for the moment.

The Hacker claims that he used to live in an apartment somewhere around this block, way before getting into deep trouble with the police. And yet still professionally robbing people of their wealth... only virtually.
...His secret stash is still safe and sound ever since his departure!


This is a fairly easy map with all characters available to play, and a simple objective.

However, i suggest you go for all coins as that's where most of the map and ""challenge"" (if you can call it that) is. there are numerous branching paths and different approaches you could take to most coins and the original objective (get the trophy in Hacker's old apartment)

i suck at this game, so i went for fun rather than challenge.

P.S My first Monaco map, please rate and give your thoughts. Any criticism at all is appreciated.
15 Comments
B.W.S  [author] Aug 4, 2019 @ 4:24pm 
i see. thanks for letting me know.

fixed.
P0rtal Gunn3r Aug 4, 2019 @ 4:12pm 
By the way, coins can't spawn on spaces that loot or coins already were in or have been assigned to spawn in. So, there is still a ghost coin in the Hacker's stash.
B.W.S  [author] Aug 3, 2019 @ 2:35pm 
Update 2:
the Second Floor/Rooftops now has more things to do, and are mostly connected. there's still 2 separate segments as thats how its intended, but theres more ways to access each of them and the pointless rooftop now has a use.
Fixed the ghost coins in the trophy room, and improved the look of the building a tiny bit.
The Docks now have a SuperSecretStash™! (not really) see if you can find the key to open it.
Adjusted the amount of loot in the Market area, as per criticism.

Minor things:
Player Characters now spawn in the order they appear through the game's story.
Made some barely noticable visual improvements.
Removed a single crow. Don't worry, he's just been sent to the local animal shelter.
Added 2 small decals/symbols that hint to where the trophy is located.
bog business Aug 3, 2019 @ 2:28pm 
atleast it was before i fucked everything up
P0rtal Gunn3r Aug 3, 2019 @ 7:18am 
4. On a similar note: don't overdo it with loot. While it's fun to pick up coins and open loot, too much slows down the gameplay a lot. They also mess with the difficulty. Though if you want the level to be easier, you can have more stray coins. You didn't overdo it extremely, but one notable section I want to point out is that safe on the top right of the street level. The display cases don't really add much.
5. It's best to have the characters in order that they usually show up in the official levels. This can be accomplished by placing them into the level in that order.
I look forward to your next maps.
P0rtal Gunn3r Aug 3, 2019 @ 7:18am 
I liked how the bottom floor looked and played in particular and the gameplay was good in general. The story was fun and dialogue in the level is always nice. The criticism is going to be in order of most significant to the most minor.
1. While the separate rooftops may seem like a good idea, it's a design that's been tried and tested many times, and the result is always a slog of sorts. It's best to have some connection between the rooftops. Like vents going across them. There are times when segmented designs work, such as in 3D mazes and in larger scale sections, but not really for individual rooftops.
2. It's not good to have pointless areas. You can use loot, health, suits, or secrets to fill that void. Or just remove the area.
3. Be careful with ghost coins. If loot tries to spawn more coins than open spots, then they won't spawn. That's never fun. It also adds to the score at the end.
XmanStudios Aug 2, 2019 @ 9:16pm 
Shoot! I can't do dialog since i'm on mac book lol. Apple sucks for gaming.
B.W.S  [author] Aug 2, 2019 @ 4:33pm 
Just make sure to backup your editor map files before attempting anything, in case you misspell something in <string> or forget to add a /, otherwise it will go corrupt and you will lose the map.
B.W.S  [author] Aug 2, 2019 @ 4:29pm 
As for changing pre-game dialogue, i mainly used this guide https://steamcommunity.com/sharedfiles/filedetails/?id=153597531
(skip to the "Folders and changing the Dialogue" section)
but in short you open up the folder where editor maps are stored, open the .xml file using notepad and add strings of dialogue according to the template (<string> number|character|text </string>) and repeat it until you have enough dialogue.
B.W.S  [author] Aug 2, 2019 @ 4:25pm 
The thumbnail picture for workshop maps gets generated automatically, the picture is taken starting from the bottom row of the map.