Ceb's Rundown
General
This is a rundown that was originally one level, but turned into a few more. Originally intented just to play with some close friends but I wanted to post here as well so people could play and test it out. If you play it and wanna tell me how it went feel free to dm me on discord. Keep in mind I've only been modding this game for a cumulative total of about 3 weeks from the time this was initally posted so please forgive any mistakes or bugs. I learn something new every day I work on this project.
####Also a HUGE thank you to everyone who helped me through the modding discord or written guides, you all rock and your work has not gone unnoticed!
So far there are [4 fully playable levels], as in I have tested the objectives and progression puzzles etc. and the level is possible to complete. As far as balancing, be it enemies, alarms, weapons etc., everything is up for change. There are some notable weapon changes, too many to list because I never really kept track of how many, but rest assured most weapons are at least a little more fun now (including melee weapons). There could be changes to weapons or even enemies as time goes on but for now everything seems in a good spot. Level layouts may change too, and of course new levels will most likely come. BTW there's reduced fall damage, idrk by how much but if you were gonna take 10 dmg in the vanilla game, you def won't here.
Thanks for reading, and please send any feedback to me: DISCORD-ceb_is_ded
Pronounced "Keb" btw, I really shoulda thought about the spelling of that tbh...
Patches
- 1.0.1: fixed some issues with mod dependanceies; MISSION 2: Nerfed enemy distribution in certian zones, slightly increased resource distribution
- 1.0.2: slight nerf to burst cannon max ammo, can penetrate one target now; Veruta MG now fires slightly slower to increase uptime of crowd control; slightly nerfed some assorted zone enemy distribution; renamed the spear "THE BOOMSTICK", you gotta see why...
- 1.1.0: put some good old weapon modding tactics to good use and changed the SHORT RIFLE to the AUTO DMR, feel free to try it out, should be just a good special dmr type; assorted weapon model touch ups on auto dmr (previously short rifle), double tap, assault rifle, and both machine guns (putting mags on guns that make sense, changing some sights, recievers, and stocks here and there); increased heavy smg ammo and clip, slightly decreased fire rate; increased hel revolver clip to 8, slightly decreased damage
- 1.1.1: fixed manifest and readme, why i suck at making these .md files
- 1.1.2: ^^^ again, if it doesnt show up right this time i will riot
- 1.2.0: Added MISSION 4, using the infamous TIMED-TERMINAL SEQUENCE, can you survive? Added some colored security doors to all levels based on if its a special zone or not; some seed rerolling for lights and signs that were floating or weirdly placed; added more resources to MOST [RESOURCE ZONES], as they were kinda underwhelming for a resource specific zone; fixed some event logic to work as intended; added PROGRESSION to the levels, so they unlock one after the other, similar to a vanilla rundown, missions 1-4 get harder progressively I believe so it makes sense, if u wanna know what that timed terminal sequence is like better beat mission 3 first bahahaha (let me know if the progression works too and any issues with it, since I think mission1 is always completed for me even tho its just set to alwaysavailable, made a new profile to test and still did that so lmk); fixed some assorted rundown menu stuff, main addition was a difficulty meter to each mission; dependancy update; I think that's it, big update woooooooo
- 1.2.1: ReadMe Update
- 1.2.2: potential fix for some mystery bug affecting mission 1, weird becuase i didn't edit its layout, yet it threw some layout related bugs, idk; updated mission count on readme
- 1.2.3: Fixed the problem for real, forgot to update dependances and zaerogeos wasnt being installed, so should install automatically now and problems should be gone
- 1.2.4: removed superspeed and godlike hammer dev dbs i use to test levels quickly, forgot to remove those since i was using a dev profile to fix the game last night, so if you beat any levels with superspeed, good job lmfao you got me good
- 1.2.5: apparently my "play" dbs got overridden by my "dev" dbs at some point so i had to recreate a few changes to the melee archetype and animation dbs and also the player db, so run speed should be normal now and hammer should be good
- 1.2.6 some changes to mission3 waves to work better (thanks for the feedback!!!!); made some changes to subobjective events to show up properly; fixed some assorted doors that were supposed to have teamscans but didn't; added back the painted doors, forgot to put the .json in that custom folder, damn there's a lotta things i gotta remember
- 1.2.6xxxx these updates are me trying to rearrange the files on the thunderstore upload, its making the painted security door custom file go away during upload, so sorry about flooding the mod=update channel today