致命解药

致命解药

Whispering Woods
19 条留言
Dysz 5 小时以前 
This is just my personal suggestion. If you want to explore this map, just put the keycard in the map and find it to open the door and pass the level. This way we can explore the map. If the map is made in this way, there will still be some bright lights or prompts on such a dark map, making it easier to find the keycard. For example, if there is some bright light in the area of the keycard, it indicates that the keycard is nearby. I don't know if it's possible to generate keycards at random positions, which would make them more playable. The map (Cursed West) is the location of random props.
ac429 11 月 2 日 下午 10:52 
Thank you for replying! Adding outfit boxes would be so cool! Even if they give us outfits we already have, it's still very interesting. It lets our looks evolve in unexpected and novel ways during the playthrough. I think this gives the map a lot of replay-ability, and makes The Killing Antidote really stand unique among all shooters.

I use a personal rule, that in the beginning of a map, I dismiss all outfit pieces that Jodi isn't currently wearing. Then, whenever I find an outfit piece - even if I already own it - I strongly consider putting on that new piece. That way, by the end of the map, she looks very different, and in a way that I probably couldn't have predicted! :)
Mr. Fahrenheit  [作者] 11 月 1 日 下午 11:14 
That hair is from private mods 😭😅
Firecraxker 11 月 1 日 下午 5:18 
Hey what hair are you using on the last picture?
Mr. Fahrenheit  [作者] 11 月 1 日 上午 10:01 
Not yet, but I can certainly add some! Still have some more updates planned for keycard/keypad lock on the level exit door, and just making the map a bit more decorated and stuff.

Because build times take so long on this level (up to an hour), I will likely not be uploading incremental changes as much as I normally would. So next update will likely have some more major changes to it, but you can likely expect something within the week.
ac429 11 月 1 日 上午 3:29 
Cool idea! :) Just wondering, are there outfit boxes in this map? Thanks!
Super Blob 11 月 1 日 上午 2:00 
Map looks great. It would work as an escape map as well, with some key items/ trigger to initiate the escape room or so.
Mr. Fahrenheit  [作者] 10 月 31 日 下午 10:28 
Just released a pretty big update!

Spent a lot of time this afternoon cleaning up the project and compressing textures, and I've managed to cut the file size down from 3.5 GB to 2.3 GB while also adding more tree density.

Some other minor collision fixes (like the gate structures far south), and a material fix.

I also added another large navmesh zone in the center of the map as an additional zombie spawn location. Most areas of the map should include some kind of zombie encounter now, with room between so you're not swarmed at all times.

Because packaging takes so long, the next update will likely be a larger update with more refined scenes and POI's. This update is more of a patch than a content update.

Have fun! :)
Ozzyzzo 10 月 31 日 下午 5:57 
Love it. Maybe make it so you have to find a few objects before the end unlocks so you have to explore around the map. Fantastic job so far.
Mr. Fahrenheit  [作者] 10 月 31 日 下午 2:15 
Glad to hear you're enjoying it! I will definitely be making some more changes like that over time :)
pema_mendez 10 月 31 日 下午 1:54 
the map feels enormous I love it, my only critique/feedback would be to add more clutter like trees and foliage and more zombie spawns, as of now is not challenging or spooky at all since it feels too open and barren.
Mr. Fahrenheit  [作者] 10 月 31 日 上午 6:35 
Hope everyone is enjoying the map. I'll get a new update out by the end of the weekend to address some the reported issues. For now though, I hope you still enjoy the map.

It was inspired partially by Jodi's Office. The idea of having a less action-oriented experience and focusing more on atmosphere and exploring. To have a place to dress up Jodi and wander through an atmospheric world.

Things to fix:

- South End of the map graveyard entrance gate has blocking collision

- optimize asset management and texture compression to reduce file size bloat

- Add an End Level Trigger (Complete)

- Add new decorations, props, and further expand on existing points of interest and scenes.
BlackWidow 10 月 31 日 上午 5:07 
great Work my friend
小摧 10 月 31 日 上午 2:38 
where is the destination?
scruffy 10 月 30 日 下午 9:59 
Awesome map but I think I was wandering in circles...lol
Dysz 10 月 30 日 下午 9:31 
I have explored the abyss of the map, falling infinitely.
Mr. Fahrenheit  [作者] 10 月 30 日 下午 9:01 
In this current version, it is more of an exploration-focused map. A large forest to wander and explore.
Dysz 10 月 30 日 下午 8:28 
There should be something blocking the edge of the map, otherwise it might fall off. The map volume is a bit large. There's no clue, I don't know where to go.
Mr. Fahrenheit  [作者] 10 月 30 日 下午 6:58 
I realized while I was uploading to Steam that I forgot to include an End Level Trigger. Whoops 😅

I'll be posting an update shortly :)