[MAP] Timid Night -Parkour, Stealth, Fighting-

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Gandrew
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Joined: Fri Dec 27, 2013 11:46 am

[MAP] Timid Night -Parkour, Stealth, Fighting-

Post by Gandrew » Sat Dec 28, 2013 7:59 am

Timid Night was a take at a urban style of stealth assassination and parkour mission. Now it offers mild weapon progression, a slight variety in approach, and a somewhat detailed environment. Variation on Painted Desert Night.

Through the use of intentional slight blocking and pathing for the enemy units, players will be forced to look for ways that allow them advantages over there targets. Stealth is a near must as the player may easily be caught out numbered.

Note: This level will not be completed until further development in the game's optimization. In the future I hope to bring in a neighboring settlement, complete this one, develop the guards, have paths in between, and a bandit raiding party terrorizing those who travel in between, and of course goals.

Please leave feedback!
Timid Night.jpg
Timid Night.xml
Timid Night.xml
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Last edited by Gandrew on Sat Jan 04, 2014 9:56 pm, edited 2 times in total.

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AggressiveRabbit
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Re: [MAP] Timid Night -Parkour, Stealth, Fighting-

Post by AggressiveRabbit » Sun Dec 29, 2013 2:03 pm

Looks interesting! I'll give it a shot soon.

CHocolateEinstein
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Joined: Tue Dec 31, 2013 4:59 pm

Re: [MAP] Timid Night -Parkour, Stealth, Fighting-

Post by CHocolateEinstein » Tue Dec 31, 2013 5:42 pm

Tells me there is badxml data, :(

Gandrew
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Joined: Fri Dec 27, 2013 11:46 am

Re: [MAP] Timid Night -Parkour, Stealth, Fighting-

Post by Gandrew » Sat Jan 04, 2014 8:54 pm

CHocolateEinstein wrote:Tells me there is badxml data, :(
Thanks, I'll look into it, sorry for the delay and not paying attention to my own thread.
Update: Sorry, friend, couldn't find an issue, deleted all data on it, even navmesh (no matter how unrelated it is), and I did not have the same issue. The file name does have a space and capital letters.
AggressiveRabbit wrote:Looks interesting! I'll give it a shot soon.
Love to here the feedback, my first go at a map, but its very standardized stealth where the enemies are meant to have views over areas restricting the player from going out of a linear path. I put in completely unnecessary obstacles and buildings that can be parkoured upon but no real person depth, I'd love to in the later development of the game, currently I am testing out the capabilities of wall running.

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Anton
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Re: [MAP] Timid Night -Parkour, Stealth, Fighting-

Post by Anton » Sun Apr 27, 2014 2:44 pm

Added this map to SUMLauncher!!

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