MADNESS: Project Nexus

MADNESS: Project Nexus

The Supermall Addendum
Showing 1-10 of 15 entries
< 1  2 >
Update: Aug 1 @ 8:14pm

Reports were coming in of the final boss being able to shoot through the crash site; additional blockers added

Update: Aug 1 @ 7:32pm

  • Tightened the camera zone at DigSite.01 to not go into the wall by hugging the right
  • More casualties sustained, but at least they left their weapons lying around
  • Slightly tweaked dialogue in anger wear
  • Troopers in Act 2 will spawn with the N.Defense instead of the BZN
  • Adjusted camera in shoe store and reduced clutter to improve visibility
  • Added bonus players for anyone who wants to try coop mode (but what would happen??)

Update: Aug 1 @ 2:13pm

  • Added one more micro checkpoint at the food court
  • Added extra safeguards for people who quit while a checkpoint was active and replayed from a previous scene.

Update: Aug 1 @ 12:31pm

Update: Aug 1 @ 11:28am

Added extra checkpoint after the radio jammer

Update: Jul 31 @ 4:45pm

  • Bullets from strafing runs were hitting sooner than they should, so we tightened up the grouping
  • Added an extra gun at the final boss, even comes with extra mags
  • Assassins won't gang up on you on difficulties lower than Tough

Update: Jul 31 @ 11:06am

A busted railing in the South Atrium will allow an easy out for people who are scared of ninjas and met them for the first time

Update: Jul 30 @ 10:21pm

  • Added new flanking route to second machine gun nest
  • Added Deadeye and FallTumble Skill to main character
  • Added fix for special boss item respawning after use
  • Added dequesting fix in upper parking

Update: Jul 30 @ 2:42pm

  • Made courtyard stone gardens slightly taller to make them more reliable cover
  • Added extra clutter at DigSite.01 to make ramps the only access point
  • Fixed micro-checkpoint in Act-3 resetting you well after moving on to the next one. Completing the level will fix it.

Update: Jul 29 @ 6:06pm

Added one additional micro-checkpoint for each act.