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Hate is a strong word to use against something. No need to be so over dramatic about it, not everything is gonna be perfect. At least give credit for the dude for even making a custom campaign in the first place, there aren't a lot of them for this game.
This is not good design.
It is so bad. At least it is all functional.
The hatch hidden in the corner and grass could have had some light on it. The main door could have the chains more visible, the second vent grates could have a blood trail leading to it, and the room you open up after the rune code could have had something in it to make the key more obvious as well as a note detailing any more story.
I had a general idea of where to go, my issue was mostly just finding keys, they weren't telegraphed well
Maybe a small light or something? It's quite difficult to discern.
I definitely think you should make more stories in the future! Especially when people go about porting in new assets and such for future modding.
My only real issues would be the overall pacing and key finding (annoying to look for keys, essentially, unclear directions, etc, I wound up giving up around the point where you get the revolver due to not having a clue of where to go next.)
Along with that I kinda wish the house itself resembled a actual house than whatever the hell is going on within the one you're stuck in, however I wouldn't call it bad by any means.
As a sorta first-dive into Amnesia modding it ain't half bad and I really appreciate the attempt at making something which aims to not reuse the Bunker aesthetic, rather for something new, makes me want to do my own custom story in the future when more assets are made/ported over to the Bunker version of HPL.
But over all well done! :)
Check Change notes.
For now, I DO NOT recommend this mod from my own playthrough. It needs realignment for stalkers paths, needs checkpoints in key places, and the whole ladder + hole system should be redesigned altogether. These combined kinda ruined the experience for me.
However if this mod gets updated I'd gladly replay it and change my rating if due. And you get an award from me for the quick and innovative work and effort you put into this.
Really hope to see more from you and play a less aneurysm-inducing version of this one!
Sorry for the long rant in multiple comments, I really wanted to make sure to give a detailed explanation behind my opinion, and more than 1000 character per comments wasn't allowed :)
Footnote: I found a bug in the sewers where you can simply walk through the sluice gate, it doens't have collision
- After miraculously shooting the monster with my last bullet I rushed to the door, only to get a glitchy jumpscare and an instadeath to end the mod. Really underwhelming way to wrap this mod up.
- I really liked the climbing on top of altar puzzle!
- Despite you saying otherwise, the stalker still gets stuck often in the doorways especially, and sometimes in ways that makes it very hard to get by him. I'd recommend, making the doorways wider, even if the doors would look a bit weird in larger scaling.
- The corridor hallway was a bit too cramped and linear to stand a fair chance against the stalker if he decides to come out before you find the gun.
- CHECKPOINTS! There were quite a few in the beginning, but none that I noticed after you got locked in the mansion. Damn it would have felt nice not having to re-do everything after a hard earned getaway from the stalker.
Let's break it down!
- First, I'm really amazed how quickly you put this together. You just released another mod not long ago and damn considering that this is pretty insane. Good job!
- Second, this is really something different. I'm not a fan of the missing level details and how weird some things look sometimes, but overall, I dig the alternative approach. Also I highly commend how you managed to do this from only original assets!
- There is quite a bunch of gameplay features compared to the level size, kudos for that.
- Now mentioning weird design and decent gameplay mechnanics, the story really didn't fit the environment, for what seemed more like an old Tomb Raider level than someone's home. But let's throw realism out the window for a minute, sometimes it is for the better especially if the gameplay benefits from it!
I don't know if you had this exact intention but I liked the room with the metal grating behind wooden planks. The fact that you had to blow it up which also destroys the nearby closet's door (a potential hiding place) was clever because it forces you to hurry up opening the metal grating and also alerts the monster. I had to shoot at the monster in between taking off the grating's screws. I guess you could just run away from the room since it's door doesn't get locked but where's the fun in that.