These are the type of maps i was hoping Ready or Not would have by default. Not the overly complex labyrinth buildings with a million-billion rooms and doors that just don't make sense. Just short, sweet, simple... but still challenging as hell.
I finished all the challenges and started doing modmaps. This mod is better than dlc. Among them, this map was definitely the best. Music, briefing room, helicopter, trap, props, various driveways, entry action, lots of scenarios were all the best. I'll recommend it for a lot of people in my country to do it. Thanks for having a fun experience. Have a great day :) (It's a personal question, but can I know how many scenarios there are in total? I felt that it depends on where I entered)
I think we had upwards of 20 or so variations of how the map could play out based on scenarios centered around the main suspect. Accomplices and trap spawns are randomized independently of those. So it can definitely play out all sorts of ways.
Though I rarely comment on Nexus, this map is truly well-crafted and has become my most-played map. It evokes so many nostalgic memories of SWAT 3, and I'm eagerly awaiting your next map! Thank you A2GigaChads
Please update this map with incresed amount of suspects as it lacks suspect count. And I think the wall tracking strength of enemy suspects are intentionally incresed which is not good. Over all this map is great, I am currently making an youtube video of it.
The suspects are combat veterans with .308 and .223 rifles so yeah they’re pretty deadly.
Our goal was to provide a realistic scenario where a single suspect actually feels really dangerous. I love RoN but feel they’ve departed from old school tactical shooters like SWAT 4 by using more suspects as a way to scale difficulty. Being a small map we scale difficulty with a combination of deadlier suspects than vanilla, traps, armor, and unpredictability.
Map is really pretty but that's about the only good experience I got out of it. The traps everywhere in broad daylight make it incredibly frustrating. I'm getting shot from god knows where, hostage died instantly when I spawned on the map. I'm sorry im not trying to be mean but this was way more frustrating than it should be.
Mind sharing what mods? We are certainly open to making tweaks but if there’s a mod conflict we can investigate then we can certainly make recommendations.
The AI is buffed already so things like AI mods in particular would probably cause a really bad experience.
Hmm…not sure. Getting one tapped could be any number of mods affecting things potentially. The only thing I can suggest is running just this map to see if the experience is any different.
Our goal was to depart from the unrealistic arcadey tankiness and scale difficulty in a way differently than just having a Michael Bay sized map with hordes of suspects.
We want the player to feel one suspect is an honest threat like it was in SWAT 3 and SWAT 4.
Realistically a 5 man team going up against 2 or 3 heavily armed combat veterans in a fortified position is probably going to be a very rough go for the team.
175 comments
What is the name of the BGM you used?
Small and challenging.
(It's a personal question, but can I know how many scenarios there are in total? I felt that it depends on where I entered)
I think we had upwards of 20 or so variations of how the map could play out based on scenarios centered around the main suspect. Accomplices and trap spawns are randomized independently of those. So it can definitely play out all sorts of ways.
That said we are working on a night version of the map with different lore and more suspects that might be a bit more up your alley.
Our goal was to provide a realistic scenario where a single suspect actually feels really dangerous. I love RoN but feel they’ve departed from old school tactical shooters like SWAT 4 by using more suspects as a way to scale difficulty. Being a small map we scale difficulty with a combination of deadlier suspects than vanilla, traps, armor, and unpredictability.
The AI is buffed already so things like AI mods in particular would probably cause a really bad experience.
Our goal was to depart from the unrealistic arcadey tankiness and scale difficulty in a way differently than just having a Michael Bay sized map with hordes of suspects.
We want the player to feel one suspect is an honest threat like it was in SWAT 3 and SWAT 4.
Realistically a 5 man team going up against 2 or 3 heavily armed combat veterans in a fortified position is probably going to be a very rough go for the team.