Hey man heres some suggestion/feedback for you on the story based map.
1. Since the text seems to be the main influence of where to go next between the Resident Evil characters it would be nice to have a different way to present it. It got confusing sometimes where you were intended to go. You could possibly have Jill be unlocking the doors while the rest of the team hold off against the horde. Something along those lines. Then whenever the wave is finished have something come up to say a new path is opened up or something similar. I believe looking further into the editor could help with that. Sort've how Kicker did with his maps. I really like this feature and it would be awsome to see how you could intergrate it in your own way.
2. Minor door exploits and all that great stuff. I'm sure you already know of these and will fix them. As me and you were saying in game though about the doors closing I believe thats good as it lowers the confusion. Since your wondering where to go say if your in the dining room. If you back tracked from the horde all the way there then you may be confused as to what door opened up. You could slowly shut other doors instead of closing everyone that isn't in use anymore.
Say your done in the dining room and your in the main hall/statue room waiting for the next door to open up. You could leave the dining room door open until that wave is gone. Afterwards though there shouldn't be a reason to go back there (unless your told to later in the mission). Thus you could close it off. Though I'd leave the main hall open for the next wave, then close the door leading to it in the wave after that.
3. I like the idea you have for the ammo stashes and weapons. This I'd like to see more of. Though if your not going to use the money I wonder if theres a way to have it not show up? Not a big deal at all and I could definely play without this just wondering.
4. Some of the specimen paths were awkward. I saw a few of them trapped on the doorway coming out of the L hallway. This may just be killing floor, however as I said before not a huge bug.
Well thats all I can think of for now. If you have anything to say about it or honestly want me to just give you this type of feedback in private just say so and I'll make note of it. Till then I'll play with ya later.
1. Since the text seems to be the main influence of where to go next between the Resident Evil characters it would be nice to have a different way to present it. It got confusing sometimes where you were intended to go. You could possibly have Jill be unlocking the doors while the rest of the team hold off against the horde. Something along those lines. Then whenever the wave is finished have something come up to say a new path is opened up or something similar. I believe looking further into the editor could help with that. Sort've how Kicker did with his maps. I really like this feature and it would be awsome to see how you could intergrate it in your own way.
2. Minor door exploits and all that great stuff. I'm sure you already know of these and will fix them. As me and you were saying in game though about the doors closing I believe thats good as it lowers the confusion. Since your wondering where to go say if your in the dining room. If you back tracked from the horde all the way there then you may be confused as to what door opened up. You could slowly shut other doors instead of closing everyone that isn't in use anymore.
Say your done in the dining room and your in the main hall/statue room waiting for the next door to open up. You could leave the dining room door open until that wave is gone. Afterwards though there shouldn't be a reason to go back there (unless your told to later in the mission). Thus you could close it off. Though I'd leave the main hall open for the next wave, then close the door leading to it in the wave after that.
3. I like the idea you have for the ammo stashes and weapons. This I'd like to see more of. Though if your not going to use the money I wonder if theres a way to have it not show up? Not a big deal at all and I could definely play without this just wondering.
4. Some of the specimen paths were awkward. I saw a few of them trapped on the doorway coming out of the L hallway. This may just be killing floor, however as I said before not a huge bug.
Well thats all I can think of for now. If you have anything to say about it or honestly want me to just give you this type of feedback in private just say so and I'll make note of it. Till then I'll play with ya later.
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