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Porkchops4lunch

nmo_brooklyn feedback

17 posts in this topic

Whether or not it was intended to be in this update or not, I'm sure lou saffire wouldn't mind hearing what the community thinks of this map so far, I'm still trying to beat it myself so I'll update this when I'm through. Keep in mind this is obviously way early in development so don't be critical.

edit: Okay, beat it. only thing I can think of right now is how bad of a driver mickey is lol, will go more in depth after I run some errands.
edit edit: well, Brooklyn has disappeared from the map listing, was fun while it lasted :c

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Well, since this is already here, I might as well give some crits.

First off, Mickey's presence as an npc is definitely great for the map, Although as porkchop said, the guy drives pretty crazily (WIP probably)

Starting from a prison is also a nice premise, I like to think that the survivors in the map had been locked up for DUI or something:P

Lastly, love the brooklyn bridge on the skybox, considering the fog, it's silhouette is pretty spectacular.

I don't think I have any negative comments as of yet, seeing how everything is WIP, but the gate-pulling objective can be circumvented through the alleyway beside it. But I'm sure Saffire already knows that.

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Well early though it is its good to start the feedback, mickeys driving is a work in progress and as brooklyn progresses im going to need a lot more reporting back about problems that mickey causes as im sure he will cause few, but with a some good info im confident i can make his presence as painless as possible lol

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Damn I never got that far. Who is 'mickey'? He drives? Why do i always miss the cool things? I was too busy staring at the ceiling texture in the police station lol

Anyway, Since it still looks really early (in the detail stages anyway) I can't really say too much other than about the layout of what I played so far:

The jail cell spawn with the key idea is cool, but I actually had problems getting it to the gate. At 1 point i had to noclip out to get them because it freaked out and flew across the room (i think the telekenisis +the jail doors messed it up, maybe i moved too far from the bars with them)

Also The spawn on the key ring looked a little weird, it was a key ring but was being held up against the cell by 1 key. In other words, it would probably look better laying flat or leaning on that guards leg.

The IED objective is pretty cool to blow out the window, but if i remember correctly it spawned on a bench in a locker room? Maybe even consider placing it inside an open evidence locker for more added realism?

i can't really say much about the rest since I died when i made it out to the street and it was late, but i can't wait to see the finished product. I'll add more if i think of it

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Well i shouldn't say too much before any things finalised, i honestly thought you'd done that bit :S, it is very early but flagged things like teh keys behaviour is still important, as there are countermeasures that can be implemented for that kind of thing, it just hadn't happened to me yet so wasn't sure if like the keys needed some help to be reliable etc.

the actual spawn location of the I.E.D atm is in place mainly for gameplay, it could easily be in the armoury etc but if it does end up being in an "odd" place it can also be explained narrativly such as having dead survivor or prisoner next to it etc, tbh its just in preliminary phase atm, but appreciate the feedback dude.

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Putting this back up since it's now heading into 1.08 lol

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i did not understand something

I played the map 2 times.

Dif routes

1 route i went to the garage and found the guy in the ruck, clear the road, go to some place, open a gate and the guy just ran out and the map goes black and say "you loose" (ok?)

2 route: went to the garage, push the cart, gather provisions, load the van, open the gate, get on the truck, you win.

So.. there is a bad ending or we did something wrong in the first route?


beside that, i loved the "prison break" style from the map.

The escape from the infected prision drama is cool and new to the game

and the intereaction with a NPC is also cool ;)

Very well done

Nice desing and ambience too

10/10

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This map suffers from a severe lack of Elevator Music.

You should fix that.

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This map suffers from a severe lack of Elevator Music.

You should fix that.

Seriously, trailer fraud isn't cool.

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Encountered an issue last night in Brooklyn, sadly I didn't get a screencap.

The cart just randomly stopped moving. There was a huge amount of pills under the cart from when a player died, and the cart would stop moving. We figured the cart got stuck on the items, so we all had to kill ourselves to let the round restart.

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Died 2 times while stading there because i was dodging the horde of zombies

Just died whit no reason. So, i tried and finally discover what's the odd (i think)

there is a point that if your char touch you automatacally death in a painfull way (sound of broken bones)

here's the video, also, other player tried the bug after me and died as well xD

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Thats some crazy stuff ill take a look ;)

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For feedback, I wanted to say that the last objective, telling you to "find the outpost and override the lockdown", whatever that means, doesn't update to anything else after you use the console/radio. I mean, at that point, you can run for it and get extracted, but there is no clue that you have to make the run for it, the objective doesn't update and doesn't direct you there. I say this because a few times when I was playing this map alone, I activated the console and didn't realise I was supposed to go to the extraction point, since the objective was still the same.

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I decided todo a solo run of Brooklyn, it's a boxed in linear tight map that makes navigating thru the map kinda clunky, once in a while it's easy to get stuck in the most random of areas. I really like the police station idea, but starting in a locked jail cell? Maybe the starting area could be moved, because the jail cell start feels like filler. Anywho, the map is a little choppy from time to time, I get its tight back-alley NYC, but even alleyways can be big.

The spawns for weapons and items are sorted out, not much to say.

One thing I look at for a map is the optimization for players, and this map is pretty well optimized, there's no major huge weird generations or any big oblong structures dipping your framerate, only two areas will your frames dip, that's as you're escaping the police station and near the end with the big open streets.

It's a good map all around and was a fun map to play solo, completed after 8 tries. Defiantly a co-op map. The NPC is kinda neat too I guess, could have more work done however.

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