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https://www.youtube.com/watch?v=_0uWZIpqC7U&t=1s
About the lobby ambush, I'm thinking about what DIGITAL SPORTS said, so if the player is to be trapped in the lobby when the assassins ambush start, there must be supplies laying around (supplies that the player didn't picked before the ambush, so I need to find a way to justify them being there) and plenty of cover (because the assassins are accurate as hell and being gunned down is not fun). Also making the lobby bigger would make a better arena, specially if the player is trapped there with 5 assassins.
also going back to the supply room was very much needed on hard difficulty, i wouldn't remove this, just make it so they don't follow you
The next version will be darker and also have more dynamic lighting. About the horror/fear vibe, I'm aiming to improve that with (aside from making the map a little darker) the use of dust motes and fog.
The lobby ambush will also have some improvements, I'm thinking about using the elevators to spawn enemies and/or ammo and health.
A good entry, nonetheless! Nice work!
I enjoyed this one! It had fun combat, some interesting navigation, and the spaces were detailed and well designed. It was very solid, on this front. I would've liked a puzzle or two, but the map played well overall.
I think the key oversight for me was in the theming. It just didn't do really anything in terms of horror or fear. It wasn't very atmospheric, in this regards, which was a shame, because you really nailed the visuals otherwise. A first suggestion would be to literally delete 2/3 of the lights, and really play up the horror vibe. As others have suggested, having some kind of mystery as to what killed the scis/guards would have also played well into this.
The dynamic lighting was cut off because using normal lights wasn't possible (gave me compile errors because there were too many of them). And I don't exactly know how to use the newlights Crowbar Collective implemented, but I've heard they are the best way to do that.
Show the scientists and guard on a camera feed, and how they get slaughtered, then play the loud screams. If people are paying attention, they'll see their demise, if not, they'll just hear it.
Could eve have one or two of them survive the encounter, only to be tortured throughout the rest of the map, with even more screaming and pained sounds.
One thing that I wanted to do was having some footsteps sounds behind the player while he/she is in the first vent, that way there would be that feeling that something is in the vents with you. I dropped that idea because the noise from the footsteps were kinda the same of the player's footsteps, so it would be pretty hard for anyone to notice.
The central hook of the map should be that something is running around the sector, killing everyone. There are a two places where you can see the assassins running around in the dark, before the ambush , but I admit it is very subtle. I'm thinking about expanding a little, maybe have some new labs, making the asssassins' shenanigans a bit more visible (maybe show them messing with security stations, killing people, among other things).
JUDGE'S NOTES: A neat map which used some gameplay elements I don't see very often. Visually looked quite nice, with the lobby a notable highlight, and gameplay was fine throughout. I don't have a lot to say on this one as the entry was pretty good, but in that way I also have to say nothing stuck out in this entry really firmly - other entries have a central hook that makes them stand out from others and I think this one is lacking a core "principle" hook. I also feel it wasn't particularly eerie - the one moment that felt more like this was coming across the scientists and security guard dead, but it happened quite unceremoniously. Distant screams for help followed by death - which there's plenty of sound bites for in BM - would've helped I think. Good overall though!
Give it a play.
And yeah, I've always found the assassins quite an interesting enemy, but haven't seen much people using them. I was very happy when I saw them jumping between floors in the lobby.