Rust and Dust: - added auto saves and co-op support - added extra enemies on harder difficulties and co-op - less ammo on serious difficulty - increased music volume - increased estimated playtime - adjusted the giant walker and added more background details - new cutscene on level start - added barriers in the final area to prevent enemies from escaping - new level thumbnail, some NETRICSA images are also updated
For this exact location, there should be a portal down the elevator that lets you access the area during the fight.
I will probably update the map for more coop support and issue fixes. The performance issues will stay, because either it will take too much time to optimise and because I am lazy.
Run for Life changes: - Added triggers on every PlayerMarker to allow skipping through level using cht_iGoToMarker for debug purposes. - Removed (MP Demo) from the level name to remove confusion and shorten the name. - Introduced baby mode: - Firecrackers on the platform on the bottom stage respawn after 15 seconds instead of 5. - Zorg Commander on the platform on the bottom stage respawns after 10 seconds instead of 5. - Changed pre-boss armor from +100 to +200 and enabled it on all difficulties. - Made pre-boss health heal to maximum HP (+200 instead of +50). - Added +50 health after the Zorg boss. - Lowered respawn time of health on the final stage from 40 seconds to 20. - Lowered respawn time of armor on the final stage from 30 seconds to 20. - Lowered respawn time of ammo on the final stage from 20 seconds to 10. - Removed Harpies with Kamikazes on the final stage on Serious difficulty.
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V1.2 changes:
Rust and Dust:
- added auto saves and co-op support
- added extra enemies on harder difficulties and co-op
- less ammo on serious difficulty
- increased music volume
- increased estimated playtime
- adjusted the giant walker and added more background details
- new cutscene on level start
- added barriers in the final area to prevent enemies from escaping
- new level thumbnail, some NETRICSA images are also updated
Run for Life:
- No changes
Please test your maps in multiplayer.
Any issue? If yes please report any problem.
Environments and encounters looked pretty cool though.
Second map had no issues, besides moving platform jank, but that's implicit to the engine afaik.
For this exact location, there should be a portal down the elevator that lets you access the area during the fight.
I will probably update the map for more coop support and issue fixes. The performance issues will stay, because either it will take too much time to optimise and because I am lazy.
What machine do you have?
V1.1 changes:
Run for Life changes:
- Added triggers on every PlayerMarker to allow skipping through level using cht_iGoToMarker for debug purposes.
- Removed (MP Demo) from the level name to remove confusion and shorten the name.
- Introduced baby mode:
- Firecrackers on the platform on the bottom stage respawn after 15 seconds instead of 5.
- Zorg Commander on the platform on the bottom stage respawns after 10 seconds instead of 5.
- Changed pre-boss armor from +100 to +200 and enabled it on all difficulties.
- Made pre-boss health heal to maximum HP (+200 instead of +50).
- Added +50 health after the Zorg boss.
- Lowered respawn time of health on the final stage from 40 seconds to 20.
- Lowered respawn time of armor on the final stage from 30 seconds to 20.
- Lowered respawn time of ammo on the final stage from 20 seconds to 10.
- Removed Harpies with Kamikazes on the final stage on Serious difficulty.
Tell us what you think about the map!