Hot Dogs, Horseshoes & Hand Grenades

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Created by

Josh Mate

Uploaded by

joshwar99

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3 comments

  1. MontjoyX
    MontjoyX
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    [Error  : Unity Log] MissingMethodException: Method not found: 'AICoverPoint.CalcNew'.
    Stack trace:
    WurstMod.Loader.ResolveAll (LevelType type)
    WurstMod.Loader+<HandleTAH>d__8.MoveNext ()
    UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)

    i keep running into this issue
  2. captaintechnicality
    captaintechnicality
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    Hi! I like what you're doing with this map, but I had a few issues that stopped me from wanting to replay it a lot, so I thought I'd itemize them out here (generally in order of importance):

    • The bright white used for the floors and some of the walls is way too bright, it gets tiring to look at it for too long in VR.
    • I like the general plus-shaped map design, but the different spokes really need to be interconnected. As it stands, it's very hard to figure out pathing on your first time cause you can't just walk towards the icon on the radar, and it generally makes navigating the map a lot slower.
    • The maps in the supply rooms could really use a "you are here" indicator. As they are now, they're not very useful other than for figuring out the general design of the map.
    • Going off of that, it would be nice if the supply rooms had generally different shapes/sizes, as well as some different sets of obstacles (as opposed to the island in the center of all supply rooms). It would help make each spoke of the map more recognizable, even if it's not necessary for gameplay.
    • The AI can be cheesed on some of the rooms, such as the long room with the closed shelter in the back. In this case, you can sit in the building and only poke your head out when analysis is done, since they rarely push into the building. This could be helped by having an AI spawn on the inside of this building so it's not totally safe.
    • The AI spawns being directly at the entrance to the rooms removes an element present in the normal T&H mode where you can listen for footsteps to try and figure out where the AI is coming from before they arrive.
    All that being said, I do really like the variety that this map provides, so I hope to see how it improves in the future.
  3. Haddedam
    Haddedam
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    The central hub design means you have to guess which branch to take to get somewhere and then ends up with you backtracking cause you guessed wrong. Needs interconnectivity cause there's a lot of confused empty walking. Also level geo is too thick and chunky