

Occlusion is a rundown that I designed to be a fun challenge for my team. Not super difficult, but a fun (I hope), vanilla inspired rundown that can just be a good time with friends. Expect tuning and adjustments to be made to levels and some weapons as I continue to learn.
I'm not trying to introduce any actual lore, but I intend for my rundown to tell a minor story with level design, objectives, etc.
D1: Release. This level is very experimental, and by far the most challenging thing I have released so far. Extreme is subject to change some entire zones, and the rest of the level may change, as this is a very rough draft.
Hotfix patch to bring R3-5 apparel to Occlusion as well as fix a rundown ID conflict. Several new dependencies have also been added in preperation for D1, D2, D3, and E1
Hotfix Patch to fix C3 Overload issues
Another attempt at fixing the C3 Overload scan not spawning. If this patch does not work, I will disable C3 Overload until I can get it working. Testing it will require Thunderstore releases however.
Hotfix Patch to fix C3 Extreme and Overload issues
Extreme was spawning two cells in the same zone instead of one cell in each of two zones, this was fixed.
C3 Overload should now be functioning properly, the scan should spawn on EtERNUM Phase transfer now.
Hotfix Patch to fix C3 Overload not opening on completion of main
C3: Release. This level is subject to change slightly. I believe you all will recognize the Extreme and Overload portions of this level. I plan to tailor both Extreme and Overload to my own designs later on, but I wanted to get a rough draft out there so that I can get feedback on how the level feels. Overall, a much less annoying level than C2, but it'll hopefully be improved over time like the rest.
Extreme: This section was supposed to be a mini R7D2, but ended up being REALLY similar to the level. Originally my holdout zone was different, but it had to change because the tank from behind in R7D2's second hub zone was ok, but defending waves in that zone was a lot harder. Overall, I liked the tank fight being harder, and as a result, the layout is incredibly similar to R7D2. Might swap out a few tiles in future patches
Overload: Overload was designed to be a Thunderdome style fight, very similar to the one in R5C2, except it's a little too similar and I don't like that. I might toss up a few of the spawns later, but for now have fun in this arena fight.
Overall, I'm not incredibly happy with the state of C3, but it's a fun level and I wanted to get it out there. Resources are definitely a little overtuned, but other than that, the level should be in pretty good working order. Have fun decrypting the Codex's secrets!
C2: I'm still not happy with the state of this level. I'm working on a way to make Overload a little more enticing on a secondary path, and I think it means dropping the error entirely in favor of another obstacle. What that may be, I don't know, but I'm working on it (I have some ideas brewing, but none that are very cool/unique). I'm going to let it rest a bit more though, as I'd like to come back to it with a fresh perspective.
C2: This level has undergone many tweaks in the last few days, due to a combination of the gardens tileset and also my inexperience as a modder. Heavy revisions to the level should be finished with this patch, however I'm not going to make any final promises, so don't get too attached.
The Zone 219 terminal could spawn in a wall. I fixed it. Sorry.
I forgot to include this in the last patch notes, but I added a few big chargers to the snatcher zone to encourage the stealthy approach.
Secondary was slightly overlooked in the last two patches, as my focus was primarily on getting the main sector more functional. Well now it has received some love and should be more worthy of being a C-Tier Extreme objective. I believe that this should primarily be a stealth section, and as such it is receiving much less ammo and more scouts to punish waking. I debated adding an alarm but ultimately decided against it as I wanted to offer the chance to complete secondary completely silently.
Every person that I have asked about this level has opted for the stealth zone. As dangerous as waking the zone can be, ultimately it is a game of red light green light that is much more attractive than a permanent error alarm. I had initially attached a lights-out event to this zone, but removed it due to me believing that a permanent blackout would be too punishing. However, in light of everybody opting for this zone, I decided to reimplement it. Have fun, don't die
I apologize for such heavy changes so soon after release, but Gardens has been a pain to work with. The level shouldn't recieve too many changes from here on out.
I initially thought that with the higher damage, spear would need a much higher charge time to compensate. However, due to not being able to sprint with spear, I decided to try giving it a very tiny charge time increase (1.7->2) and adjust it as necessary. It might be too strong.
I didn't initially intend to add lore logs, but I have come to realize that implication and Warden Intel is a poor way to communicate lore. More will be added as I continue developing Occlusion
This level was a pain to create, as Gardens is not a fun tileset to work with. It's done though, and I hope you enjoy it. Just a warning, due to errors with the Gardens tileset, there are certain tiles where you cannot drop heavy items. Move to a different tile and drop the item there; it's a pain I know, but there's nothing I can do.
I've always liked spear, but vanilla spear sucks. I changed the weapon to give it a 1 second longer charge, but buffed its damage to 25. Hopefully, spear should be much more viable now, as a nice support weapon to help take down giants.
dakstar7#5050