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报告翻译问题
It's the fact the things stick out in the fog and all contrast really hard, and the lights placed in certain spots, so you have some darkness and just randomly light with no real origin, I'm sure there's a more sophisticated and way better way to add lighting.
Also, you can kill the civvie in the alleyway at the end lmao
Still probably the best map not from AcesDev on the workshop thus far.
The notes don't work but that's probably just on my end.
I'll be honest I find it kinda weird you made this level so hard to get through ghosting (that is, no fights, no detection) for the bar section maybe add a switch behind a barrel in the area guarded by the Pipeguy that turns off the lights.
A molotov guy indoors probably isn't smart if I'm bein honest, maybe swap him out with a knife guy. For the outside area with the truck and vending machine, maybe add a vent you get too via ontop of the truck. Maybe add a goon in the sewers?
Also, it's probably just me but he pocket pistol is in a kinda obvious location and makes the level way way too easy in my opinion. Maybe have the aforementioned vents on the roof have a branching path that leads to a small closet with the pistol inside separate from the rest of the map guarded by a pipeguy, risk and reward type stuff.
The medkit on the pedestal feels really video game-y which both isn't what Fallen Aces is and isn't what this level is, unimmersive, if you will. Maybe put some painkillers in a cabinet? Perhaps a cola on a box would be better.
I know this is a long list of suggestions but this level has lots of potential, it's real good stuff!
If you get the free chance eventually, please let me know if the newer version is allowing you to access notes. I think the updated path should be reflective of what all player's would have in their file structure, as opposed to what only my local build was running.
(No harm if you're not able to, I just don't have a reliable form of testing outside of my own device, and since it has continued to work for me across each version, I just wanna nail down what exactly is the correct path for future reference too.)
Huge appreciation for all of the feedback, especially since some of it wouldn't have been necessarily considered by me, somewhat due to inexperience, but I have attempted to align and
remedy aspects to be more a-kin to a quality map.
--
The Ghosting design philosophy is something I think I'll need to actually look into the design of more, cause I actually loved dishonored and other similar games that would provide a route of that format, and I was pretty god awful at being COMPLETELY ghost I'd always manage to ♥♥♥♥ it up, but I do think I want to look into considering more playstyles across the board.
Next block out of a map I do I'll try to keep more player identities in mind, still looking to provide a means for people to bash skulls if they'd like but also to reward those who want to come to understand the map fundamentally and master it.
If anyone also knows any great resources for game level design in general I'm all ears too, cause I am still extremely early in terms of my journey with it.
(Obviously just playing the games, doesn't translate to understanding how and why certain decisions are made- but I am finding it fascinating to put my mind into the space of the designer's.)
I'd like to mention the switch next to pipeguy doesn't make the bar darker, just turns off the lights which, apparently there's a difference.
Sorry if I'm bein overly critical, btw.
I think version 1.6 (current build, now at time of post) has changes reflective of this, and ideally will help to make things work
No harm in the points since others will come to see the same things too, and at the very least if I am unable to acknowledge some points in this map, I will hopefully be able to internalize some of that for the next creation
Thank you for your time and interest in playing it
Despite the fact your only partially hidden, it's fully dark in the bar, so that's a little crummy.
The rap in the bar is pretty random but hey some music is a smaller thing this map needed, so I can't complain.
I know I mentioned this with last level but this one feels easy too, I feel like the difficulty should be increasing with all these levels, maybe put a little more resistance around the keys, more goons. Figuring out difficulty based enemy spawns (say: a tommy gunner spawns where there normally is no enemies) would be good. Also I feel like, for a gang hideout, that's a pretty plain sight place to hide, maybe make it a little harder to find but add a note on one of the goon's you're likely to encounter. Or you could get in through the vent as normal.