Escape the City

Silva

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May 12, 2023
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Wow! It is beautiful! Yes, it is need to some visual improvement of areas distant from main space (or it is I'm already cranky?), wich created very cute, with accuracy and attention to detal. Congrats with release! Good work, man!
 
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Normal, Ironwail, in Arcane Dimensions (I prefer non-hitscan shotguns for vanilla maps)

I am the stuck (this is in the second room). The guys in windows here were fun.

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This Mediterranean vibe fucks. Do more of this. I know Euclidius mentioned in his review making it darker but I very much liked the daytime vibe.

If you don't want to put a wall around your map (though the seawall made sense for this map) you could use slime or leave it open in like That We Should Journey So Far from Dwell or the opening map for Coppertone Summer Jam 2 and just have a pretty skybox. Would work well with this aesthetic.

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Putting a few random guys up here after picking up the blue key was smart. I was wondering where the door was as I went the other say, then they drew my attention.

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Shambles seemed a little lonely at the end. You could probably give him some friends on Normal (second shambles or some ogres, etc). You've got a big arena to play with and the player should have ammo. Maybe a Vore by the boat to discourage skipping the fight.

You can probably bump the enemy count on Normal. Lots of door fighting to bottleneck nerds in and you give a grenade launcher pretty early if someone's looking for it.

Good show.
 
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I went back and replayed on nightmare and found all the secrets. Yeah shambles is VERY lonely at the end. He could use a lot more friends :) Especially since you're quite generous with ammo and quads, especially nails.

I would definitely consider putting either a Vore or maybe a zombie horde on the boat itself (something slow that can act as a barrier. I really like zombie doors and if the player found the grenade launcher they can still rush the end if they want to. Also this tells them "there is an explosive weapon on this level" if they didn't find it)

Minor critique. The first secret door could use some kind of clue that it's a secret door. Otherwise if someone finds that door, they may spend the rest of the level trying EVERY door (spoiler, that's the only door like that). It could also use some kind of sound to indicate it's opening, I believe it was just silent for me.

I don't know if you intended this (if you did it's a fun speed route) but this ledge breaks the entire level progression:

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You can hop unassisted from the first secret onto that grey roof, skipping the first key door and giving you access to pretty much the whole level. So you can grab the first gold key, hop on the roof, and take that the whole way to the exit door.

You can also get into one of the armor secrets this way (though I believe I needed to grenade hop to do it). I don't think you can soft-lock but I didn't test it extensively. Not a problem, just an observation.
 
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Thank you guys for your feedback!
After I finish my weapon model I'm going to update this map.
 
I left a detailed review on the page. I loved this a lot! In my opinion, I really dig the day time ocean port aesthetic.

As a side note, I played this in Copper, just for kicks, and it worked really well there.
 
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I went back and replayed on nightmare and found all the secrets. Yeah shambles is VERY lonely at the end. He could use a lot more friends :) Especially since you're quite generous with ammo and quads, especially nails.

I would definitely consider putting either a Vore or maybe a zombie horde on the boat itself (something slow that can act as a barrier. I really like zombie doors and if the player found the grenade launcher they can still rush the end if they want to. Also this tells them "there is an explosive weapon on this level" if they didn't find it)

Minor critique. The first secret door could use some kind of clue that it's a secret door. Otherwise if someone finds that door, they may spend the rest of the level trying EVERY door (spoiler, that's the only door like that). It could also use some kind of sound to indicate it's opening, I believe it was just silent for me.

If you need to experience the game, you can access it at the link

View attachment 2893

You can hop unassisted from the first secret onto that grey roof, skipping the first key door and giving you access to pretty much the whole level. So you can grab the first gold key, hop on the roof, and take that the whole way to the exit door.

You can also get into one of the armor secrets this way (though I believe I needed to grenade hop to do it). I don't think you can soft-lock but I didn't test it extensively. Not a problem, just an observation.
Thank you for your feedback on the game! I appreciate your thorough exploration and the insights you have shared. It's great to know that you enjoy this game and take the time to uncover all the secrets. I'm playing Shambles at the end. The lonely ending can sometimes leave the player feeling unsatisfied. In terms of level design, your idea of including a slow moving obstacle like hordes of zombies or Vore on a boat is fascinating. It can add an extra layer of challenge and strategic gameplay, especially if the player has access to explosive weapons like grenade launchers. This not only provides a barrier but also hints at the presence of explosive weapons on the level. We hope to explore more of this concept and see how it can be seamlessly integrated into the entrance. play.