You're gonna need to go into more detail now with all the new stuff updated! I suggest heavy armor with steel SAPI inserts, full coverage, and favor extra grenades over mags in your inventory.
You're gonna need to go into more detail now with all the new stuff updated! I suggest heavy armor with steel SAPI inserts, full coverage, and favor extra grenades over mags in your inventory.
I use ultra dynamic sky that handle all that but for personal aesthetic I decided to keep it really dark. Also if used physics on every item then everyone’s cpus would explode lol thanks though man!
You should take a look at destructible meshes. We have a few BPs and I wonder if we could expose some so you guys could make things like we make them. The new gas level will have some samples.
I love the atmosphere. Fantastic work. Another modder made a "disable power" or "light switch" mod as well for one of his levels. You should reach out to him (I wish I could find his name)!
Interesting thing I just noticed is that the arrested civilian is alive at the beginning of the firefight, but by the end she's been hit by stray rounds. Love how emergent it's all becoming.
I want to explore some maritime operations in a DLC of some sort, with various interesting weather conditions and whatnot. But we'll see!
Port is mine and a lot of friends favorite, for the fact that so many layers are different. Was hoping the same would happen for most maps.
Initially this was a cool idea but it actually becomes a lot to manage in the way we did it for port. In the update we're pushing a few greybox maps actually, so one of those is designed with different sections in mind. That's likely how we'll handle it.
Depends. The map for Barricaded Suspects has a great flow. Maybe turn that into more of a hotel feature wise than just largely construction before going up a floor. The map for Raid is enormous, some nice flow but a lot of annoying extras. Then again if a group has taken control of a hotel that size you’d have to deal with that so…
I think the biggest issue is that with the smaller number of teammates in a match it does become a behemoth level to clear. And that's fine, if we consider it like a "boss" level. But for Hotel, it's been shifted and changed about 5 times. And it doesnt have our design direction in mind as much as some of the other maps.
But yeah don't worry there are gonna be big maps, and there are gonna be small maps. When all is said and done, we'll have a healthy balance of both.
once the Steam Workshop is working it'd be cool to upload the Alpha block-outs and different early versions of your maps
seeing the progress you guys make is fascinating, and new players could see it too
maybe once ron is done and dusted, i could look at doing that.. but that's a long way off. :)
RandomMadness gore reviews but with doors
You are going to brazil
october 2020 build
exported as png with umodel
\Game\ReadyOrNot\UI\Levels\RoN_Hotel
Ahh!
Where'd you get this?
Is this like a survival mode or something god damn
I erronously believed that this was from Ridgeline.
Thankfully, /u/Gruntr corrected me; from now on, I'll be more diligent when looking at mini-devs.
All is forgiven! I appreciate the clarity though. :)
Edit: Gruntr posted this Rambo gif as well; he also responded "No" to someone asking if this was Gerard. Looks too muddy to be the meth tunnels, though. Also, he doesn't look like any of the new meth characters.
Edit 2: In case this isn't Gerard, this might be his accomplice; a simple methhead would just dig a hole and hide in it; this guy actually has webbing over his head.
This is one of the new meth characters, and while he looks like gerard, it aint! You wouldn't even be able to see gerard there if we get ridgeline how I want it. you'd have to watch and wait to see subtle movement.
cool!!! are we ever gonna get a full hotel tho? just for funsies 🥺🥺🥺
The hotel you see now is likely going to be entirely replaced, it’s just too big :( but we will see.
Hey Gruntr, quick question. Is the Halligan bar, shown few months ago, bar coming in this update too?
Not yet
Awesome!
No expansions on any levels, if anything we've tightened things up. Bit of a rundown:
Valley is the same as it was before but a lot prettier with a tonne of environmental storytelling and other work. That house in your image is cut content, it used to be where the key suspect's daughter lived, but we moved that to be inside the house. Valley used to be a lot larger with a huge tunnel that connected the two places and a greenhouse even lower than that.
Dealer has seen some new routes added but structurally it's the same, again if not tightened up for more narrow CQB combat. It's a work-in-progress however.
Gas has also been tightened up with more narrow spaces and a few new doorways for alternative entries and flanks. (one new doorway outside, one new doorway inside)
Meth has also seen the same sort of treatment. The tunnels have been replaced entirely (area-wise it's less than the one that's out in the playable build, but gameplay wise it should be ...
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