That tower looks really cool, dude. Maybe you could "Frenchify" it up a bit, though? Just the map in general.
Posts by FMPONE
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Hotline Miami 2. Trying to like it as much as the first, can't unfortunately.
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Quote from 3Dnj
My Grandfather's cousin actually owns this place so we can have all the references we want.
Dude, that's awesome. My dad works for Pokemon
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Press f10 to generate this map
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THE MAJESTIC SEAHURG
Map is looking seriously awesome dude.
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Quote from PuddyDisplay More
Aight, new level, bitches! It's called Hoxton Revenge and it's a follow-up to "Hoxton Breakout". The goal is to infiltrate an FBI Safehouse where a rat is being kept. The information about this safehouse was uncovered in the previously released "Hoxton Breakout". It's stealth-focused but can be completed with guns blazing.
Scroll down for a video. You might recognize a blue:ish geometric shape on someone's t-shirt...
[Blocked Image: http://media.overkillsoftware.com/2015/03/sportlov_day9_hoxton_env_01-1920x1080.jpg]
[Blocked Image: http://media.overkillsoftware.com/2015/03/sportlov_day9_hoxton_env_09-1920x1080.jpg][Blocked Image: http://media.overkillsoftware.com/2015/03/sportlov_day9_hoxton_env_08-1920x1080.jpg]
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.This is awesome!
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I'm not sure why Reddit reacted that way considering that it will be a lot easier to fix Train up than it was to improve Cobblestone and Overpass, and Valve did fine with those projects in the end. People have short memories I guess.
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The industry doesn't care about creativity or originality. He'll go somewhere else and do fine, it's Konami's loss

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The first one was so amazing. I think it goes down as one of the top 10 games I've ever played, it just feels so "perfect" for what it is. Even the art was so cool. I'm about to start the second one.
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You could just shoot your ashes onto Mars when your dead. Accomplishes the same thing pretty much

Imagine the feeling of landing. "Holy shit this is so cool. Hmm I'm kinda bored now. Oh well, FIRST"
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Marscore, who is down to fly to Mars and die for no reason??
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Quote from Shokunin
Thanks! Did you finish the whole thing?
QuoteDisplay MoreI understand your point about the gun being OP. Instead of pulling the power of the weapon back I wanted to try throwing tons of enemies at the player, like in the large zombie battle. The weapons firing rate does gradually slow down due to constant firing but perhaps I can increase that.
Before testing wtih mapcore I've only had a few other people test it and the feedback I was getting is that it was too hard. Perhaps I pulled it back too much.
You weren't the only person getting confused with the crank wheel in the zombie pit. It may be something I need to address. The zombies can't see you when the generator is off, so you have to jump in with them and then turn the crank. Once the door is open and light pours into the room, they can see you again so you have to make a quick escape.
Did you read the QR codes near this pit or see them? Did you know you could read them in-game by zooming?
Thanks for you feedback!
QuoteI did finish the whole thing. Enjoyable experience. I played it on normal difficulty I think, so it might have been more of a challenge if I cranked it up to hard. Probably would be. I think the lighting idea is something you need to establish beforehand. Same with the QR codes. No idea that you could scan them if you zoomed in, that's new info. Hard to explain to players perhaps, something like that might require an explicit message, unpleasant as those are. At least if you want that to become a true mechanic in the game. Leaving the QR codes in is cool, but not many players will have the commitment to a mod to scan them through other means (is this even possible? seems like a portal ARGish type mechanic, if it were. cool, but only feasible thanks to the massive Volvo-hype train.) Anyway that's a cool idea if you can make it work.
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Very impressive!
QuoteWhat caught me off guard is how polished the visuals are, wasn't expecting that! Gameplay wise I think the weapon balance is a bit off, in the sense that your custom weapon is insanely OP and there's not much point using anything else, TBH. When the gun is that strong, why not just spam it constantly? I know I did. The only time I used another weapon was when the game specifically required me to, like with the strider fight at the end.
I think honestly that's my biggest complaint, it made the game feel a bit "cheap". I also think some of the player navigations and instructions in the tunnels just aren't there, for instance I only got past the part where you have to wind up the generator in the zombie pit, because I somehow glitched the rebel turret through a wall. That distracted the zombies enough, I guess. That whole part felt a bit odd to me, I think there was some intention for the player to use the metal slots, but I didn't bother, didn't really know how to either.
Overall I give the experience very high marks, I was impressed. I liked it a lot, even when it felt a little bit unclear where to go, I stuck with it and didn't give up. Great stuff.
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I also wouldn't worry about the polys. Also, don't be afraid to ask for help if you need it. Big showcase props like that are something somebody else could help you with if you'd feel more comfortable doing that. All that really matters is that you ship a very high quality map

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Welcome guys, I'm glad you're all taking the time to introduce yourselves
Hope to see you around! -
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Playing the first one for the first time. Goddamn it makes me giggle like an idiot. This game fucking owns.
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Quote from dux
Hi I'm mark, I'm like, super famous now. So famous I just post this picture everywhere.
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Ravage looks like a 90's bro, totally tubular!