Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
anyone else got this
on the crystal charging step the zombie spawns slow down to like round 1 levels despite being over round 20, one run the first crystal was fine but moving to the second I couldn't get more than 4 zombies to spawn in at the same time without waiting quite a while (got better for a little bit after a round change occurred? not sure if that should happen during this step)
in general playing and also when working through the ee there's a non zero chance that when I get teleported it's just directly into a void where I get insta-killed. tried playing with god mode until this happened and it looked like it was happening on dog rounds and some of the time I could fly back to the map and continue like normal, but other times there was just nothing I could do to fix it
aside from these issues I've really been enjoying the map series, definitely this one the most though!
As for RNG, that’s sort of this maps entire premise - I have however recently made it so that you’re returned to the Vacant River Town on the next teleport after completing a Quest step which requires you to be there, to try and cut down on unnecessary waiting - I hope this smoothens the experience, thanks for playing :^)
Again as I said the map is genuinely visually and gameplay wise unbelievably good, but there is something wrong with either the dog rounds between steps 3/4 or there’s something soft locking it. That on top of constant resets bc of the steps being so reliant on RNG genuinely ruined the map for me. I hope this doesn’t get chalked up to “misunderstanding the step” bc it’s not complicated, it’s broken and soft locking bc of something in the map.
I hope it’s fixed bc besides that it’s a top tier workshop map forsure
Death machine sucks eggs btw buff the damage please otherwise the level is pretty cool
Just recorded this map for over 2 hours with an hour+ being not recorded bc we had to reset SO many times bc the main EE is literally broken. We had 3 attempts in a row where we collected all the wisps and the last one would phase out of existence so we literally couldn't interact with the crystal to start the last step. We had another attempt where we got a dog round between the wisp areas and it didn't spawn the second set of wisps.
I said many times in the recording that I genuinely want to like this map, just as a survival map and a custom map it is gorgeous, incredibly well made, and VERY fun as a survival map, but after having the main EE bug out 5 times in a row after putting hours into it I genuinely never want to touch it again.
The only ideas I had for solving this issue is having the ability to force teleport to another random area bc as of rn the map being as broken as it is for the main EE and the fact that it is entirely tied to RNG is miserable.
-After completing a Quest step that requires you to return to the Vacant River Town, it will be your next teleport location
-You will now return to the Vacant River Town after each dog round
If you like Vacant River Town so much consider trying 'The Last Unity'
8/10 map just need to iron out some of the bugs with the crystal step and getting killed by being teleported into the western clock tower
jverner72 - besides staying in the original area at the start or after the main quest, this is not currently a feature. I will however keep it in mind for potential updates, as this has been requested a few times and should be relatively simple to implement :^)
Thanks for making it