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Black Friday Beatdown
   
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5/dez./2016 às 20:24
12/set./2017 às 15:33
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Black Friday Beatdown

Descrição
Turns out the rest of the staff at Rushmart forgot about Trunkopian daylight savings. Now you have to survive the Black Friday crowd alone!
6 comentário(s)
Gammek 26/dez./2017 às 21:42 
The game is crashing
HisDarkestFear  [autor(a)] 5/jan./2017 às 11:35 
Thanks for the feedback, Janeator! ^-^ Definitely some tweaks to be made, if/when I can get the map opening in the editor again.


The top area is made to be trickier to get to, as it makes the map a lot harder by taking away a few advantages. If you want to get up there to escape, you have to hold-off the enemies while waiting for the elevator (which uses the "Steam" sound, IIRC).

I think I see what you mean with the advanced weapons shop being hard to access. Maybe some sort of porch sticking out past the stairs with a girder collider?

Originally, I had planned on using the RenderRegion tile for the shops (to make them not use the same layer as the background), but it didn't appear in Bitsquid. So maybe I'll make it look better in the future, if RenderRegions ever get Bitsquid support.
HisDarkestFear  [autor(a)] 5/jan./2017 às 11:35 
Part2:

I see what you mean with the tank on the roof, and the panel on it. Part of the reason I kept it around we so that you could dive through the skylight if you wanted to use the debris as a weapon. If you have any ideas for something to replace it with, let me know!

Part of the stairs being in the foreground was to simulate a spiral staircase effect. A shadow tile underneath the top stair and girder could probably make it more apparent.


Again, thanks for the feedback! It wouldn't look nearly as nice without you and the others on the forums to teach me. =)
Janeator 5/jan./2017 às 6:18 
- http://i.imgur.com/jeoOhAw.jpg Layer problems.
- Gameplay wise, quite like in RCP5 it's a bit weird because you have areas that are completely disconnected in terms of flow (taking an elevator to switch between them), although I guess the upper area is not supposed to be played in? Though I guess that if you just focus on the bottom area, which might've been the intention, what you get is a hardcore map.

Overall very decent and certainly the best looking map I've seen on 2016, unless I'm forgetting about some other ^^,
Janeator 5/jan./2017 às 6:17 
Certainly good job on this one, visually!
Here's some feedback:
- Add a thumbnail!
- http://i.imgur.com/wTcOyE2.jpg This stuff should probably be in the background.
- http://i.imgur.com/b55QFgK.png I found it a bit weird that I could collide with this, I thought it was background at first. Also, not a big fan of the Radio Tower panel stuck in there, looks a bit too rough compared to the rest of the thing.
- Maybe it's just me and it's not the case but I thought the interiors of the shops looked a bit weird moving at the same speed as the backgrounds outside?
- I probably just need to play it more but some collisions in the lower area might need a biiiiiiit more contrast. Just a bit.
- It's hard to access the advanced weapons shop.
- I thought you could collide with the tubes at first. Darken them a bit maybe.
- Nice benches! Also what's the sound for the elevator?
HisDarkestFear  [autor(a)] 3/jan./2017 às 15:15 
Had some trouble with the editor (out of memory error, though there is plenty to spare...) so this is incomplete (also, no thumbnail). Enough is finished to make it fun, however!