I enjoyed this game quite well! Even from the start it had that sort of James Bond-ish feel with the little labyrinth of passages. I also really enjoyed the way you made your voice sound like a walkie-talkie voice haha
Bugs so far:
~There are a couple patches of spikes where there is no trigger to remove the snow
~The red key says "car" instead of "card"
~See if you can implement a drop-change script to remove the dropping of bones for the skeletons
~In the timing sequence, the text says "45 MINUTES" and "30 MINUTES" instead of SECONDS
~Also, starting under the ice and through the rest of the game, maybe it's just me being a fail but I find it really hard to get past the respawning zombies and Skeletons, especially when the skeletons have Automatics and shotguns.
~If you feel like keeping all of the zombies and skeletons in, you should put a spawn point when you get out of the elevator on the next floor
~It's hard to read the black type on screen. Try writing it on a backdrop like the one I just made: http://i.imgur.com/Ibc30.png
That's all I could think of for now! It was a fun map :smile.gif:
Just played through your map- Review to come in a few hours after class today.
Preliminary- I loved it, but there was one room in particular that, after 35 deaths, I decided I had to skip. Each time I opened the door, I would be greeted with a shotgun shot that hit me back OUT of the room and also did about half my health. Going back in would then kill me.
I'm wondering if it would be possible to script enemies to not notice you for half a second when you enter a room to make it more realistic. As is, they just destroy you before you can enter a room.
Along the same lines, the respawn point has you respawn staring at a skeleton with a shotgun who immediately gets a shot off. It misses half the time, but spawning facing that is still a bit of a frustration.
I absolutely loved the overall feel of it, which was very Bond-esque- I never felt like I was outside of that save for my temporary frustration.
I'll edit in the rest of my review later~
Great map!
EDIT: Okay, now that I have some spare time- The game felt great to play through, but there were just a few things that really had me a bit bothered. I felt that the spikes weren't really a major hazard in the snow- they were just an occasional inconvenience. Maybe they'd be suited better to a more horrible trap that is a bit more shocking? Or make them more prevalent or something.
Additionally- the instructions you'd receive from MI6(I assume) have the same fatal flaw with any other audio- the voice doesn't follow you, so if you move too far ahead, it goes away. The answer I see to that would be Metal-Gear style putting up an overlay of your face with the face of the person you're chatting with, setting up a script to freeze the whole world for the duration of the message, and forcing the person to listen to it.
That can be a bit intrusive (as I well-know with my map), but it also prevents the voice-over from fading or interfering with other voice-over scripts (which also happened once).
The enemies I only disliked for the reason I already stated. They're overpowered, given that they shoot you as a door opens before you even see them, which knocks you out of the door, restarting the process. It's only a bad problem in the one room with a bunch of them.
Something I noticed, caused by the time delay before sliding doors close, is that more than once or twice, the doors would stay open through a death and enemies would flood the next room while I spawned, or the door would close in my face and persistently moving to the door wouldn't open it for a few seconds.
I know it's not something Goldeneye did, but you might consider throwing a healing item or two in there to help out for some of the more intense fights.
Also, you seem to only get the one grenade until the library. If you accidentally use it before you get to the ice, do you have a failsafe to keep that from ruining the playthrough?
You could consider it being a non-functional grenade that you "pay" to the ice block, which triggers active TNT inside that hole. It might destroy the surroundings a bit, but it would provide the same function without risk of ruining a save file I think.
Your call on that though.
Once again, I really enjoyed the feel of it, and I thought the music and ambience was marvelous.
I'd give it a 9/10 if I'm not overtly concerned with length (which I'm not).
~There are a couple patches of spikes where there is no trigger to remove the snow
~The red key says "car" instead of "card"
~See if you can implement a drop-change script to remove the dropping of bones for the skeletons
~In the timing sequence, the text says "45 MINUTES" and "30 MINUTES" instead of SECONDS
~Also, starting under the ice and through the rest of the game, maybe it's just me being a fail but I find it really hard to get past the respawning zombies and Skeletons, especially when the skeletons have Automatics and shotguns.
~If you feel like keeping all of the zombies and skeletons in, you should put a spawn point when you get out of the elevator on the next floor
~It's hard to read the black type on screen. Try writing it on a backdrop like the one I just made: http://i.imgur.com/Ibc30.png
I'll work on those today
Although the "0:45 MINUTES" and whatnot isn't a bug
It's kinda like saying you have 3/4ths of a minute left
And can I use your backdrop?
I loved it, but there was one room in particular that, after 35 deaths, I decided I had to skip. Each time I opened the door, I would be greeted with a shotgun shot that hit me back OUT of the room and also did about half my health. Going back in would then kill me.
Along the same lines, the respawn point has you respawn staring at a skeleton with a shotgun who immediately gets a shot off. It misses half the time, but spawning facing that is still a bit of a frustration
I felt that the spikes weren't really a major hazard in the snow- they were just an occasional inconvenience. Maybe they'd be suited better to a more horrible trap that is a bit more shocking? Or make them more prevalent or something.
the instructions you'd receive from MI6(I assume) have the same fatal flaw with any other audio- the voice doesn't follow you, so if you move too far ahead, it goes away. The answer I see to that would be Metal-Gear style putting up an overlay of your face with the face of the person you're chatting with, setting up a script to freeze the whole world for the duration of the message, and forcing the person to listen to it.
I know it's not something Goldeneye did, but you might consider throwing a healing item or two in there to help out for some of the more intense fights.
You could consider it being a non-functional grenade that you "pay" to the ice block, which triggers active TNT inside that hole. It might destroy the surroundings a bit, but it would provide the same function without risk of ruining a save file I think.
I'll fix the difficulty later today and work on all the above things
Thank you both for the great feedback
It's stuff like this that helps improve a map
:3
Updated to v2.5.8 - Fixes the doors - Slight adjust to ending cutscene - Forgot to credit someone - Adjusts the Store Block on the lake so it's not so obvious - More pointless fixes
v2.5.9 - Fixed a door that otherwise would have allowed the player to skip a whole section of the map and beat the map without the time limit - Fixed the Storage Block on the lake not loading the grenade - Player now has 4 hearts when they spawn to make things easier - Some of the Rifle Skelly's have been changed to Shotgun Skelly's to make things easier as well
there seems to be a bug where after i activate the timer, and i try to go into the next room; but the pistons dont activate and the room doesn't open. as a result i get trapped and die?
a video for your hard work
because i could not get past the part and into the vault, i stopped the video there; if you ever decide to respond and update this thread, i would happily continue.
there seems to be a bug where after i activate the timer, and i try to go into the next room; but the pistons dont activate and the room doesn't open. as a result i get trapped and die?
a video for your hard work
because i could not get past the part and into the vault, i stopped the video there; if you ever decide to respond and update this thread, i would happily continue.
not a great LPer but i hope you enjoy
My apologies
>.<
I noticed that bug a little after I updated to the latest version and never got around to fixing it
I'll have a fixed version up hopefully Saturday or definitely next week
Alright, v2.6 is out Fixes lots of bugs that made the map unplayable Mostly my fault for not updating all the Storage Blocks after the Storage Block issue with AC Anyways, it should be completely up and running now
Cheers
A short FPS AdventureCraft map with guns, voice acting, and lots of action!
- Lots of bug fixes
- Replaced overlay timer with UI timer (copied/tweaked from Cryect's The Dam)
- Added visual clarity in some areas such as the green/red key card doors and the vault code
- Fixed vault code, now works as intended
- Moved chest to bottom floor of elevator to make up for waiting time
- Added maze to ending escape
- Changed escape timer from 3 minutes to 5 minutes (this is not reflected in the voice acting; I didn't update the audio)
- Fixed spelling errors
Credit to Cryect and a few others for their inspiration and many of their resources
Go ahead and try it out then tell me how it was
And please, report any bugs
Bugs so far:
~There are a couple patches of spikes where there is no trigger to remove the snow
~The red key says "car" instead of "card"
~See if you can implement a drop-change script to remove the dropping of bones for the skeletons
~In the timing sequence, the text says "45 MINUTES" and "30 MINUTES" instead of SECONDS
~Also, starting under the ice and through the rest of the game, maybe it's just me being a fail but I find it really hard to get past the respawning zombies and Skeletons, especially when the skeletons have Automatics and shotguns.
~If you feel like keeping all of the zombies and skeletons in, you should put a spawn point when you get out of the elevator on the next floor
~It's hard to read the black type on screen. Try writing it on a backdrop like the one I just made:
http://i.imgur.com/Ibc30.png
That's all I could think of for now! It was a fun map :smile.gif:
Preliminary- I loved it, but there was one room in particular that, after 35 deaths, I decided I had to skip. Each time I opened the door, I would be greeted with a shotgun shot that hit me back OUT of the room and also did about half my health. Going back in would then kill me.
I'm wondering if it would be possible to script enemies to not notice you for half a second when you enter a room to make it more realistic. As is, they just destroy you before you can enter a room.
Along the same lines, the respawn point has you respawn staring at a skeleton with a shotgun who immediately gets a shot off. It misses half the time, but spawning facing that is still a bit of a frustration.
I absolutely loved the overall feel of it, which was very Bond-esque- I never felt like I was outside of that save for my temporary frustration.
I'll edit in the rest of my review later~
Great map!
EDIT: Okay, now that I have some spare time- The game felt great to play through, but there were just a few things that really had me a bit bothered. I felt that the spikes weren't really a major hazard in the snow- they were just an occasional inconvenience. Maybe they'd be suited better to a more horrible trap that is a bit more shocking? Or make them more prevalent or something.
Additionally- the instructions you'd receive from MI6(I assume) have the same fatal flaw with any other audio- the voice doesn't follow you, so if you move too far ahead, it goes away. The answer I see to that would be Metal-Gear style putting up an overlay of your face with the face of the person you're chatting with, setting up a script to freeze the whole world for the duration of the message, and forcing the person to listen to it.
That can be a bit intrusive (as I well-know with my map), but it also prevents the voice-over from fading or interfering with other voice-over scripts (which also happened once).
The enemies I only disliked for the reason I already stated. They're overpowered, given that they shoot you as a door opens before you even see them, which knocks you out of the door, restarting the process. It's only a bad problem in the one room with a bunch of them.
Something I noticed, caused by the time delay before sliding doors close, is that more than once or twice, the doors would stay open through a death and enemies would flood the next room while I spawned, or the door would close in my face and persistently moving to the door wouldn't open it for a few seconds.
I know it's not something Goldeneye did, but you might consider throwing a healing item or two in there to help out for some of the more intense fights.
Also, you seem to only get the one grenade until the library. If you accidentally use it before you get to the ice, do you have a failsafe to keep that from ruining the playthrough?
You could consider it being a non-functional grenade that you "pay" to the ice block, which triggers active TNT inside that hole. It might destroy the surroundings a bit, but it would provide the same function without risk of ruining a save file I think.
Your call on that though.
Once again, I really enjoyed the feel of it, and I thought the music and ambience was marvelous.
I'd give it a 9/10 if I'm not overtly concerned with length (which I'm not).
Although the "0:45 MINUTES" and whatnot isn't a bug
It's kinda like saying you have 3/4ths of a minute left
And can I use your backdrop?
I'll fix the difficulty later today and work on all the above things
Thank you both for the great feedback
It's stuff like this that helps improve a map
:3
Just a couple bug fixes and a nice polish to the map
- Forgot some names in the credits file
- Forgot to rename the mushroom to 1-Up
- Added a song that fits the ending better
Suggestions and bug reports are welcome
- Fixes the doors
- Slight adjust to ending cutscene
- Forgot to credit someone
- Adjusts the Store Block on the lake so it's not so obvious
- More pointless fixes
- Fixed a door that otherwise would have allowed the player to skip a whole section of the map and beat the map without the time limit
- Fixed the Storage Block on the lake not loading the grenade
- Player now has 4 hearts when they spawn to make things easier
- Some of the Rifle Skelly's have been changed to Shotgun Skelly's to make things easier as well
a video for your hard work
because i could not get past the part and into the vault, i stopped the video there; if you ever decide to respond and update this thread, i would happily continue.
not a great LPer but i hope you enjoy
>.<
I noticed that bug a little after I updated to the latest version and never got around to fixing it
I'll have a fixed version up hopefully Saturday or definitely next week
EDIT: I added your video to the video section
Fixes lots of bugs that made the map unplayable
Mostly my fault for not updating all the Storage Blocks after the Storage Block issue with AC
Anyways, it should be completely up and running now
Cheers
Not every day I see a map that's nearly eight years old get an update.
Stay fluffy~
v2.7 out now!
- Lots of bug fixes
- Replaced overlay timer with UI timer (copied/tweaked from Cryect's The Dam)
- Added visual clarity in some areas such as the green/red key card doors and the vault code
- Fixed vault code, now works as supposed to
- Moved chest to bottom floor of elevator to make up for waiting time
- Added maze to ending escape
- Changed escape timer from 3 minutes to 5 minutes (this is not reflected in the voice acting; I didn't update the audio)
- Fixed spelling errors
Let me know if you encounter any more bugs or problems, but I'm pretty sure I got them all.