Board Thread:Suggestions/@comment-31524869-20161211002658/@comment-27693719-20161216220444

Qwerty-To-Twelve wrote: Well in all honest words 19magic44, it just takes a few rounds to get familiar with a map.. like, The Complex map for example, I knew very little of it and died that way, and explored the map myself and then became quite familiar to survive longer, this is quite the same. I know that it isn't a 'horror' game that lighting effects will be a key issue, but it's to bring the detail in the game to make a perfect scene for the ideal environment.

And my expectances? Well of course it isn't an exact replica, as my build styles and everyone elses are uniquely different, and besides, everyone like some changes within some maps, so thats how I am doing mine. have a nice glass of milk, because this section of a meatball is Spicy! (No hard feelings? xD) It seems like you're writing this with the intention that I didn't know that you weren't making a map to fit the style of R2DA. I'm writing these things because I enjoy level design, and if you wanted to make a map that suits R2DA, the points I made are things to consider. If you aren't interested in that kind of commentary, I'll stop posting on your thread.

Qwerty-To-Twelve wrote: Even if Pastpackingboy beated me to it, you honestly never opened cell doors in Foxriver Prison? I feel such heavy irony to you my friend. x)

To be fair, I didn't know you could enter then because I've never ever seen anyone do it, not to mention how suicidal it seems.