Reviews for Frail Tourniquet

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    • RaphasTesha
      RaphasTesha

      Posted this review

      6

      buggy map

      chaper 1: shot bird with shotgun for 20m looking for clue what to do, I got so bored that I swing melee at random place and find a clue to finish
      chapter 2: cant beat because pitchfork and shovel not spawn
      chapter 3: typical finale
      conclusion: eh skip. This map can be beat in 20m if the weapons can spawn correctly
    • ErrorUnknownGT
      ErrorUnknownGT

      Posted this review

      4

      Review

      Yeah, I'm really not a fan of these types of campaigns. I'll say what i always say "I'm playing Left 4 Dead 2, not Amnesia:TDD or whatever else," and it doesn't really offer much replay value because it's linear. Chapter 1&2 are story like maps where you must find your way out (search everything.) I got through chapter 1 fine enough, but unfortunately couldn't find the pitchfork needed to progress for the life of me, after minutes of running around I skipped to the finale, which is your typical gauntlet. Whilst I do think this would be great in terms of say an Amnesia custom story, as a Left 4 Dead campaign? It's bad.

      This review was posted before the latest release.

      • I see why you say that. I try to change up what I do to keep things fresh but reactions on these things are always split. I had a Friday the 13th mutation based on a map from one of my normal campaigns that I never posted cuz this isn't the place for that. Still fun to play though.
        
        I've addressed the melee weapon issue and should have a fix posted soon if you want to give it another try at some point.

        This comment was posted before the latest release.

      • Must've been a bug yeah, I looked everywhere I could and carefully.

        This comment was posted before the latest release.

      • I don't know if you didn't find the pitchfork because of a missing melee bug I mentioned on my review or simply because you couldn't find it, but the location of the pitchfork is supposed to be easy enough to find. As long as the players observe the grounds carefully, they'll find it eventually as long as the bug does not happen.

        This comment was posted before the latest release.

    • kurochama
      kurochama

      Posted this review

      8

      Good one, but it would be better to make it as a normal campaign

      This review was posted before the latest release.

      • 看了你的回复,我打算下载地图试试,虽然你的回复我也没有看完........
      • I see... It's kind of relief to see that you took my review in positive way. & sorry for my mistranslation on the "inciteful" part. As I'm not a native English people, so I when I saw that "inciteful" word, I thought some contents of my review might have offend you, so I clarified myself with apologize to avoid misunderstanding if there was any. Well, I'm looking forward for the next update of this campaign. I'll also revise my review after testing the new upcoming update. Hopefully there won't be any bugs on the next update.

        This comment was posted before the latest release.

      • I think the context of my comment didn't come off right. I really do appreciate you taking the time to detail all of this. It gives me a solid place to start with making improvements. I've taken what you've said into account and have made quite a bit of changes. I don't want to give too much away but bleed out is gonna be removed and zombies spawn in all maps now. Plus the other issues like the melee weapon bug is fixed (and several unseen issues linked to the same mechanic). Still finishing off the changes but I expect this will be posted today.

        This comment was posted before the latest release.

      • Well, my apologies before, as I didn't mean to be offensive or something like that, because all I did was just reviewing & at the same time reporting some bugs. & the missing melee bugs still happen on map 1 & 2. & about the shooting target, probably that was active when I used other mutations to play this campaign, because well, I usually preferred solving puzzles while fighting zombies without a time limit. The "Bleed Out" mode made me lose focus when the health kept depleting when I was trying to figure out the puzzles, so that's why I used other mutations to test. Probably you could see the "triggering mutation mode to avoid Bleed Out" as a bug too.
        .
        Probably if it's possible, adding multiple choices for the mode would be better, just like the "Witch House". For example, easy mode without "Bleed Out" but with normal infected spawn, normal mode with "Bleed Out" but without common infected or just very few (like current version), & hard mode with the combination of easy & normal modes (normal infected spawn + "Bleed Out"). Probably it could be possible by triggering via vscripts, like for example, if players choose normal or hard mode, the health will be set to 1 & healthbuffer to 100 (using "SetHealth()" & "SetHealthBuffer()" vscript functions). That way, the "Bleed Out" will still happen even in other mutation modes if players choose normal or hard mode. But maybe a map maker could find more effective ways to make such mechanisms happen
        As I only know how to put few vscript functions, not how to make a map, so I only put vscript functions as examples. Probably this campaign would be more fun if players can choose the modes (normal or "Bleed Out") during the play, as not all players like solving puzzles under pressure of the slowly depleting health buffer.

        This comment was posted before the latest release.

      • This is very inciteful. I believe I've found and fixed the issues with the melee spawns you described. I'm curious about what shooting target you mean in the first map. I'm pretty sure that stuff should only appear in survival so there may be another issue it seems.
        
        It may be possible to change this to a normal campaign but I think this would require removing at least half of the level mechanics through out. Mostly because getting hit by infected while looking for stuff gets irritating really quick. I could probably add spawns in the lower area of map 1 and have them spawn earlier in map 2 without needing to change anything though.
        
        Personally I like the bleed out part but I don't think the reason for it happening was portrayed enough. Plus it adds a different kind of tension. I'll end up removing it if it's generally undesired though.

        This comment was posted before the latest release.

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