Harrod200 0 Share Posted June 6, 2013 My first experiment in making a tricky map where taking out the guards is perfectly possible, but may not be entirely desirable... Feedback welcome :) Version 1.1 Link to comment Share on other sites More sharing options...
Andytizer 269 Share Posted June 6, 2013 The first time I played through I accidentally Gatecrashed the first guard, which would have made the level impossible to complete. The second time through was a quite simple, I liked the puzzle. However the rest of the level (green circuit, blue door at the top?) seemed superfluous and could have been cut. It would be interesting to create some kind of custom Gunpoint campaign where you have to keep every guard alive, or manipulate them into the right place to help you complete a level. It would make for an interesting story too. Link to comment Share on other sites More sharing options...
Harrod200 0 Author Share Posted June 6, 2013 Originally that was the only entrance, the whole green circuit area was to try to force you to either dodge the Enforcer or lure him into another room while you got the other circuit. A case of one last tweak that brought the difficulty down a bit. Attached is a revised version :) Mission C-1.lvl Link to comment Share on other sites More sharing options...
DrGrunge 0 Share Posted June 7, 2013 It would be interesting to create some kind of custom Gunpoint campaign where you have to keep every guard alive, or manipulate them into the right place to help you complete a level. It would make for an interesting story too. That's actually fairly easy to do with alarms. Once you set off an alarm, the nearest guard (either in the room, on the floor, or on an adjacent floor with a stairwell) will run to it reset it and then start patrolling. Meaning if you time the alarms correctly, you could guide a guard anywhere (assuming the level is built for it). I'm actually working on a level right now using mainly that mechanic. As for OP's updated level i thought it was pretty cool. It wasn't particularly difficult (although I had to pause and re-consider my strategy a couple times), but it punished failure pretty well, which is just as good. I don't know if you designed that last floor to be a trap for inattentive players, but if you did, it got me ;) Link to comment Share on other sites More sharing options...
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