[MAP] Eroded Plateau Stealth Mission
[MAP] Eroded Plateau Stealth Mission
I spiced up the "Eroded Plateau" level by adding some more guards, weapons, an objective (you are supposed to steal the bag in the center of the town, but I couldn't get the victory trigger working), and some dialogue. Enjoy!
Last edited by Corinator on Mon Apr 28, 2014 5:45 pm, edited 1 time in total.
Re: Eroded Plateau Stealth Mission
I'll be sure to play it and upload some screenshots on here.



It's really hard; as soon as you're detected, you're dead. They hit with the force of a rank 90+ arena enemy, so you'll have to resort to slitting their throats. You really gotta do some calculation in killing the enemies, and you will die a lot. It's almost like Hotline Miami in that regard.



It's really hard; as soon as you're detected, you're dead. They hit with the force of a rank 90+ arena enemy, so you'll have to resort to slitting their throats. You really gotta do some calculation in killing the enemies, and you will die a lot. It's almost like Hotline Miami in that regard.
Re: Eroded Plateau Stealth Mission
The reason I made the enemies so powerful was so you would be forced to sneak around them. I guess that is almost impossible without slitting throats. I will work on it, but any feedback or ideas are highly appreciated.It's really hard; as soon as you're detected, you're dead. They hit with the force of a rank 90+ arena enemy, so you'll have to resort to slitting their throats. You really gotta do some calculation in killing the enemies, and you will die a lot. It's almost like Hotline Miami in that regard.
Re: [MAP] Eroded Plateau Stealth Mission
This map is now in SUMLauncher. 
Re: [MAP] Eroded Plateau Stealth Mission
Thank you so much!Anton wrote:This map is now in SUMLauncher.
[UPDATE] Eroded Plateau Stealth Mission
I added support for objectives so you can actually complete the mission. However, whenever I change the level parameters to the objectives I want, then save the level, if I exit the level and re-open it, the objectives reset. This must be a bug in a206 (or a207 since I am using the advanced testing branch), so just set the objectives in the level parameters to must visit a trigger and reach a trigger with no pursuers, and it should work.