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Silent Hill: Restless Dreams +Final Version+!, + Walkthrough + Screens!

Creator: EzTerix
Time: Jan 2 2010, 10:33 pm

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Post #21     EzTerix Jan 16 2010, 12:09 am

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Quote from OlimarandLouie
I DID IT! :uberw00t:

Edit: Collapse Box to prevent spoilers :bleh:

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Almost every day since you released it, I have been working on beating this map in Single Player, (No cheats of course.) saving and restarting many dozens times where I could have done the game faster and more efficiently. I have saved my progress a total of 173 times, restarted 18 times, picked up 5 health drinks and two ampoules, and yet I still beat the final boss with only 48 hp left. (Terrible AI for the final boss though :( )
This game has tested my patience, made me wet my pants once, (OMGOSH PYRAMID HEAD :scared: ) {ESPECIALLY when I was being chased by Pyramid head, he cost me 3 WHOLE HEALTH DRINKS} frustrated me to the ends of the earth, and made me extremely proficient at microing a marine around hydras & zerglings.
All in all, this game is now one of my favorites, and it will most certainly remain the BEST Silent Hill Map Ever.

I think I'll try the multiplayer now... please don't be harder... otherwise... :surrender:

Thanks Ezterix for making such a brilliant map.

Omg your welcome! This post made me really elated. I am happy you enjoyed it so much and your incredible persistence to finish the game. Thanks so much! I'll make sure to save a spot for you in the credits of versionC.

Also I just wanted to point out that the Single Player was easier for me than Multiplayer (mostly because other people put out 0 micro skillz). So far I beat it 2 times on version B. First time I think someone had a maphack, but the second time was completely genuine. It just took me and 1 other experienced player (along with a couple total noobs, imagine playing with 4 pros ^_^) to beat it on the 2nd time. So basically make sure atleast 2 people know what they're doing. Multiplayer in theory should be easier since in multiplayer the combined healtdrink pickup is around 41 (+5 from start) and 10 ampoules as opposed to Single Players 10 healthdrinks and 3 ampoules. Upgrades and Jame's "part time partner" would probably amount to about 3 players in multiplayer. So basically all you need is a functioning team and you're good to go.

I will also take the final boss AI into consideration. I too felt that the final boss was less than epic for this game. Its symbolism was great but the battle itself was lacking (imo). Aka...more AI triggers :P . I will also take into consideration the idea of a "Dropship Inventory" but to be honest I am out of locations and all the other locations I currently have are very important. It may be possible though. For the meantime I suggest hotkeying your main unit and your healthdrinks, if timed correctly then the process should work fine until you run out of healthdrinks xD. One final important thing is probably the difficulty. Tried 173 times? Restarted 18 times? My god xD. Amazing but it certainly has something to say....which is that this game is incredibly difficult. I feel I should probably lessen the difficulty to make the gameplay more fluid and less frustrating. I'll do this in a variety of ways for the next version.

Those are the main things that should probably be fixed. Everything else is jut nitpicking (small things). Thanks for your opinions and comments and a big hug to OlimarandLouie for his extraordinary dedication :thumbup:
This post was edited 1 time, last edit by EzTerix: Jan 16 2010, 12:17 am.

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Post #22     MadZombie! Jan 16 2010, 12:19 am

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I mean if you REALLY can't spare locations then could you at least make it so the beacons face east instead of west? That way i can just click mostly anywhere on the map and they will move to that edge. It would be like a unit detection v.lite

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Post #23     EzTerix Jan 16 2010, 12:21 am

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I mean if you REALLY can't spare locations then could you at least make it so the beacons face east instead of west? That way i can just click mostly anywhere on the map and they will move to that edge. It would be like a unit detection v.lite

Cecil_Sunkure actually recommend this when I was testing version A. Totally should've listened and added the feature in B :P .

If I am unable to add the dropship system then I'll just make the beacons face east as you say.

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Post #24     MadZombie! Jan 16 2010, 12:26 am

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I mean if you REALLY can't spare locations then could you at least make it so the beacons face east instead of west? That way i can just click mostly anywhere on the map and they will move to that edge. It would be like a unit detection v.lite

Cecil_Sunkure actually recommend this when I was testing version A. Totally should've listened and added the feature in B :P .

If I am unable to add the dropship system then I'll just make the beacons face east as you say.
I think drop ships are horrible for micro. Just move the location/beacons east. I suck too much to play it 1player and this really makes a difference for me. I have to heal at around 50~ when i could do it dangerously close at around 20~ if I don't have to move the screen. That's like saving 30 hp per health drink. I think you start with 5 or something so thats like 150 hp, thats a whole new Health drink.... kinda. ;D

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Post #25     EzTerix Jan 16 2010, 12:30 am

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I mean if you REALLY can't spare locations then could you at least make it so the beacons face east instead of west? That way i can just click mostly anywhere on the map and they will move to that edge. It would be like a unit detection v.lite

Cecil_Sunkure actually recommend this when I was testing version A. Totally should've listened and added the feature in B :P .

If I am unable to add the dropship system then I'll just make the beacons face east as you say.
I think drop ships are horrible for micro. Just move the location/beacons east. I suck too much to play it 1player and this really makes a difference for me. I have to heal at around 50~ when i could do it dangerously close at around 20~ if I don't have to move the screen. That's like saving 30 hp per health drink. I think you start with 5 or something so thats like 150 hp, thats a whole new Health drink.... kinda. ;D

Makes sense and sounds so much more easier. It has been decided....THE BEACONS WILL FACE EAST!

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Post #26     HCM™stickynote Jan 17 2010, 12:14 am

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I love this map. However, the stairs say that you are going to the next floor, but you need to get a lot closer in order to actually move. I don't know if it was a bug or it was just because I was in single player and the centerview caused a waitblock.

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Post #27     EzTerix Jan 17 2010, 2:49 am

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I love this map. However, the stairs say that you are going to the next floor, but you need to get a lot closer in order to actually move. I don't know if it was a bug or it was just because I was in single player and the centerview caused a waitblock.

This is quite a bug on Single Player, but it doesn't occur in Multiplayer (mentions it in briefing). Yeah idk how to get rid of the waitblock but it's pretty much only bad on the first part of the game (apartment) but from then on it's not as bad.

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Post #28     EzTerix Jan 18 2010, 11:54 pm

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++--Final Version--++

Download
http://www.staredit.net/?file=1855&s=&sess=843c89

Thanks guys for sticking with this map. I'm glad I finally finished it (I could keep posting up more "versions" for eternity so I felt that I should stop and this was probably the best it would get)

Thanks again ^_^

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Post #29     RetPallylol Feb 16 2010, 4:50 pm

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Very awesome map, my friends and I love playing it! Keep up the great work man! :)

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Post #30     -BW-Map_God Feb 21 2010, 4:41 am

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Just finished it after seven attempts, the time we won it only involved two loads so not bad for a group of random b.neter's, almost all of who hadn't played it before. I thought the difficulty level was appropriate (I played the Final version), made you have to decide a few times to run vs fighting everyone. Anyway here are a few notes I had from playing:

Notes: Good introduction, nice to have five unique storylines to follow--each player getting a different variety of cutscenes. Lots of shocks in the storyline (if you haven't seen the movie). Sometimes it felt a little slow waiting on cutscenes but for this story to be told that had to be the case unfortunately. Didn't notice any bugs, some health potions were cleverly hidden and hint notes here and there were nice. Some of the text blocks at the end were kinda big but I assume it was to save strings. Great music throughout the game! Casting worked ok... just hotkey and move your unit to the East to cast. Key system was fairly simple too, and using items for puzzles, etc.

Anyway, good job!

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Post #31     Wing Zero Mar 5 2010, 3:41 pm

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Well I just played this and i didn't do too well (we only made it out of the apartment :( ) it was really scary and the story was creeping me out, i never watched silent hill so i had no idea what was happening. We ended up using all our health drinks in the apartment since we had no idea where we were going and ended up walking into groups of lings...
what kinda bugged me was when we turned on the electricity in the building why couldn't we turn on the lights? they would have been VERY useful... (no vision with allies sucks)

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Post #32     Tempz Mar 5 2010, 8:37 pm

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aww no pics?

Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2)

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Post #33     EzTerix Mar 11 2010, 1:51 am

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Quote from RetPallylol
Very awesome map, my friends and I love playing it! Keep up the great work man! :)

thanks =)

Quote from -BW-Map_God
Just finished it after seven attempts, the time we won it only involved two loads so not bad for a group of random b.neter's, almost all of who hadn't played it before. I thought the difficulty level was appropriate (I played the Final version), made you have to decide a few times to run vs fighting everyone. Anyway here are a few notes I had from playing:

Notes: Good introduction, nice to have five unique storylines to follow--each player getting a different variety of cutscenes. Lots of shocks in the storyline (if you haven't seen the movie). Sometimes it felt a little slow waiting on cutscenes but for this story to be told that had to be the case unfortunately. Didn't notice any bugs, some health potions were cleverly hidden and hint notes here and there were nice. Some of the text blocks at the end were kinda big but I assume it was to save strings. Great music throughout the game! Casting worked ok... just hotkey and move your unit to the East to cast. Key system was fairly simple too, and using items for puzzles, etc.

Anyway, good job!

thanks so much BW ^_^

Quote from Wing Zero
Well I just played this and i didn't do too well (we only made it out of the apartment :( ) it was really scary and the story was creeping me out, i never watched silent hill so i had no idea what was happening. We ended up using all our health drinks in the apartment since we had no idea where we were going and ended up walking into groups of lings...
what kinda bugged me was when we turned on the electricity in the building why couldn't we turn on the lights? they would have been VERY useful... (no vision with allies sucks)

There's a walkthrough if you get stuck on the main post in this thread. Make sure you play version F since it's the most balanced version. Version A imo is really hard and you'll find a huge difference between version A and F

also reasons I didn't include lights
1. ran out of locations
2. the amount of vision from the lights would peek over the area and make the place not really resemble an apartment
3. paranoia :P
4. makes you get used to how to play. If you played version F and your entire team died in the apartment level then I don't really know what to say lol. Find a better team maybe xD. I'm guessing though you played version A and I think you should download version F pronto

Quote from Tempz
aww no pics?

the game is already out anyway no need for a bunch of spoilers =)

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Post #34     Wing Zero Mar 11 2010, 3:50 am

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Again one of the more annoying things about this was that i could see my ally fighting but i couldn't see what was attacking him until i was on top of him :/

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Post #35     EzTerix Mar 11 2010, 7:19 am

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Quote from Wing Zero
Again one of the more annoying things about this was that i could see my ally fighting but i couldn't see what was attacking him until i was on top of him :/

Well, imagine yourself with nothing but a flashlight in a very dark dilapidated apartment. That's sort of what I was going for with the "blind" vision. It fit the horror element very well which was what I was going for. Fearing the dark and what hides behind any corner and then something just charges at you in the middle of the dark. :D

Also it encourages people to stick together closely and gives a sort of paranoia that a full vision couldn't really deliver.
In other words I chose atmosphere and feeling over a decision that would hurt the atmosphere.
This post was edited 2 times, last edit by EzTerix: Mar 11 2010, 7:27 am.

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Post #36     Jack[RCDF May 27 2010, 11:11 am

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This sort of a bump, but thought I'd post anyway.

I've only tried it on singleplayer and wasted my heals more than I should have, but without loading any saves, got out of the apartment before slow ampoule activation killed me. Lots of fun, the atmosphere was well-done, difficulty seemed OK (not that I got far but I was just trying it out). I want to try this multiplayer next.

Good job!

Some tips:
Move your heals close to the beacons so they activate quicker, and hotkey each one.

Positioning yourself a little away from the melee units makes them stop chasing you and run back and forth. Micro + this saves a lot of HP.

Red classic.

Left SEN, I may pop in sometimes but I have more useful things to do with my time. If you need anything, email me at zany DOT wun AT gmail DOT com. Maybe I'll come back some day and be regular again but right now it's not for me.
gg
olo im still here till the 2011 last stand contest and these SD topics are done with
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