:// Occlusion
About the Rundown
Occlusion is a rundown that I designed to be a fun challenge for my team.
Not super difficult, but a fun (I hope), vanilla inspired rundown that can just be
a good time with friends. Expect tuning and adjustments to be made to levels
and some weapons as I continue to learn.
I'm not trying to introduce any actual lore, but I intend for my rundown to tell
a minor story with level design, objectives, etc.
Current Levels
- A1: Fracture
- B1: Failsafe
- B2: Protean
- C1: Eternum
- C2: Suffocate
Future Levels
- C3: Codex ERR:// DATA EXTRACTION NECESSARY, B2 OVL SECTOR REQUIRED
- D1: Confluence ERR:// FOG AT FATAL TOXICITY LEVELS; NOT ENOUGH DATA TO PINPOINT DROP LOCATION.
- D2: ERR://
- E1: ERR://
Weapon Changes
- Sniper Rifle: Reverted to R6 state
- Heavy AR: Reverted to R6 state
- Spear: Now does 25 damage on a full charge but takes an extra 0.3 seconds (2 total) to charge.
Patch Notes
- 1.3.1 Changed C2: Heavy changes to make the level more enjoyable and functional overall, details in spoiler section. Spear charge time decreased. Lore log added to A1
- 1.3.0 Added C2: Suffocate, with Main, Extreme, and Overload sectors. Adjusted C1. Changed spear to make it more viable as a giant killing weapon.
- 1.2.1 Reenabled all old rundown weapons, minor adjustments to B1 and C1, added menu icons for C2: Suffocate and C3: Codex.
- 1.2.0 Added C1: Eternum, with Main and Extreme sectors. Adjusted A1, B1, and B2, with details in the full patch changes section. Added a Scout Playground in place of training
- 1.1.1 Reduced resource distribution on A1, added MTFO and BepinEX as dependencies. Added descriptors in
- 1.1.0 Release, three levels introduced, A1, B1, and B2
Full Patch Changes
WARNING: Spoilers Ahead!
SPOILERS
1.3.1
- C2: Dropped number of generators from 4 to 3 in order to avoid needless backtracking for the extra cell. Removed zone between error terminal and Overload to make the level a little smaller and to prevent enemies spawning out of bounds on the first overload alarm. Changed final fog density to be much less dense to reflect the overall air quality. Added a few more resource packs in Zone 223 (previously Zone 224). Changed spawns for the Class M VII alarm to two rooms away; due to my error they had been 1 room away. Re-generated Extreme to my original intentions of a spread out zone. Properly generated final zone in Extreme with the correct custom geomorph.
I apologize for such heavy changes so soon after release, but Gardens has been a pain to work with. The level shouldn't recieve too many changes from here on out.
- Spear: I initially thought that with the higher damage, spear would need a much higher charge time to compensate. However, due to not being able to sprint with spear, I decided to try giving it a very tiny charge time increase (1.7->2) and adjust it as necessary. It might be too strong.
- A1: Lore log added. I didn't initially intend to add lore logs, but I have come to realize that implication and Warden Intel is a poor way to communicate lore. More will be added as I continue developing Occlusion
1.3.0
- C1: Changed out Big Strikers on blood door in favor of Big Chargers. They thematically fit with the tank, and the blood door was surprisingly a little too easy
- C2: Release. This level was a pain to create, as Gardens is not a fun tileset to work with. It's done though, and I hope you enjoy it. Just a warning, due to errors with the Gardens tileset, there are certain tiles where you cannot drop heavy items. Move to a different tile and drop the item there; it's a pain I know, but there's nothing I can do.
- Weapons: Spear buffed. I've always liked spear, but vanilla spear sucks. I changed the weapon to give it a 1 second longer charge, but buffed its damage to 25. Hopefully, spear should be much more viable now, as a nice support weapon to help take down giants.
1.2.1
- Reenabled old rundown weapons
- B1: added an alarm during the error run
- C1: reduced resources across the level, was an intended change that I forgot to implement when I released C1
- Training: Added C-foam to the individual scout zones to avoid having to run back and forth for more foam
1.2.0
- A1: Cut down on the frankly ridiculous number of syringes
- B1: Added a special surprise in the resource zone, and dimmed the lights in the Class III S Scan room
- B2: Removed spitters due to the audio bug. Tweaked the overload blood door, and removed the extra data sphere
- C1: Release
- Training: Reworked into scout playground to fine tune your scout bonking skills, with regular, shadow, and charger zones. C-foam included.
Feedback/Questions?
- Contact me on discord if you have any issues at:
dakstar7#5050
- Or you can respond to my feedback post in the GTFO Modding Discord.