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I don't mean to be ungrateful, I just like it so much that I'd love to see more. Thank you.
I second @Yossarian's feedback, but also if there any rooms to be expanded, it would for sure be the snow and beach rooms. The city room works well as a spot to hold, the other 2 rooms are a bit too tight. The snow room in particular doesn't have a lot of ways out either. If you all decide to make changes, expanding those rooms or adding another room that connects to those two (so you have more ways out when getting overrun), would be a welcome improvement.
Otherwise, very nice!
I don't know if you can do anything about it now, but please notice there's a typo in "Lounge" here: http://oi64.tinypic.com/2naloaf.jpg
Cheers!
Love love love the simulator rooms, just wish the map had some more to offer. Looking forward to what you guys do next.
@세불바
Holdout maps do take more time to make, and if we want to keep the same level of quality that this map offers, in a holdout map. It would simply take too much time for three students. However, I, as the technical designer on the team, am considering putting a detailed guide together on how to create these simulator rooms.
I don't (or can't) say something like "hey make this map bigger". That will take even more time and labor than you already invested. After all, I'm just able to play this map because of your hard work and generosity. I'll be happy if my feedback can help your next big work. :)
But from Balance and Gameplay this is not optimized at all.
So much useless blocking points. Starting from Streetbollard to flowers and treeleaves which block you and your weapon. Way to small areas, and despite the nice optic effect all areas are exactly the same (Extreme Narrow/2-3 Ways in and out/Even the zeds are sometimse confused).
Please do some fine and medium tuning on this map, it could be awesome, but there is much to do.
In game play, this is not a good map, or at least not as splendid as it looks. It feels like Zeds are spawning almost right next to you during the whole game and you always have to suffer from the lack of space. In a hectic or dire situation, the hologram mechanics tend to kill you since you can't visually get where you exactly are for about a second after rushing into the room.
This map is a kin to holdout maps like The Descent and Power Core. This map is not holdout, but more cramped. If you don't like them, I don't recommend to play this map, especially in Suicidal or HoE. Normal or Hard is good enough just for the visual revelations.
Anyway, thank you for the good work.
130-160 FPS during combat (can be higher during trader time).
A laboratory complex that offers multiple simulations of other existing maps (Burning Paris, Krampus Lair, Zed Landing, maybe i forgot any?..)
The game might get a little bit too hectic on suicidal/HOE game of 6 people, maybe yes, maybe no, maybe just an extra environmental challenge. At least I got King Fleshpound for a boss and kiting him was quite comfortable and without issues (I bet the same applies to Abomination and other bosses).
Amazing map! I rate this with ten crawlers out of ten! Also have
POST SCRIPTUM: I've noticed one particular location that had missing textures.
https://i.imgur.com/HreRiST.png
No bugs or other problems.