GTFO
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Date Uploaded
4 years ago
Downloads
1.9K
Size
83MB

Welcome to my [Second] level.

  • The "base level" of GTFO modding right before your eyes learned through questions and CTR+F throughout the GTFO MODDING DISCORD. Thank you to all the wonderful people that answered questions and helped me spend 50+ hour of my life learning Python.

Features:

  • 0 Campaign Expeditions: I made 1 level
  • 0 Bonus Expeditions: A single level that takes roughly 25 minutes with DEV weapons.
  • 30 Custom Guns from Fatal 2, but with slightly tweaked stats to improve all of them. (1.5 ammo capacity (Roughly) // Increased Damage // overall slight buffs on all but 3 weapons.)
  • 2 Custom Sword Melee Weapons from Fatal 2.
  • Heavily Modified Vanilla Melee Weapons from Fatal 2.
  • Flashlight tool for Steatlh expeditions from Fatal 2, but buffed with more range.
  • Greatly reduced gameplay compared to Fatal 2.
  • Adaptive Damage for different sized groups.
  • Constant Changes and updates meaning what you just played might change greatly in 2 hours 3 times or be broken

Good luck?

PATCH NOTES


FINAL RELEASE: Unless I broke something this should be the final update (even if its broken i'm outta time before contest ends regardless.)


1.0.0 - Nerfed XHM Cannon ;) // Unable to disable 2 pistols so I made them bad + added description to show as such // Lowered Soul Sniper to 1 bullet (buff?)// SLIGHTLY reduced move speed, air speed, and ladder climb speed // Made Class II an actual Class II and changed enemy population // Sped up extraction event slightly // changed population of zone 6 // Added information to warn of extraction event // Made final extraction room scarier; better rush that scan // Changed Zone 6 and 5 with new subseeds // Fixed zone 10 blood door (The one with the Queen Hybrid) // Added more baby scouts to zone 4 // Nerfed bots revive distance (If not whatever enjoy your OP bots) // Changed all scans to fatal 2 scans

0.8.5 - Disabled 2 weapons // Removed 1 more dependency // Changed enemy numbers (Less Phantom Queens, more "visable" shadows) // Less "Youtube Thumbnail" type icon // Changed Description to give more info on the actual level // Changed Player Regen max + Jump Height + Maximum and starting ammo amounts slightly // Made Extraction event less brutal (it wasn't supposed to happen that quickly) // Changed elevation and subseed in several zones

0.8.4 - Fine tuned fog // Changed 2 alarm spawns // changed enemy population numbers // Removed excess files // Tweaked Gun Text to show actual dmg and ammo (nerfed most weapons while still overall buffed) // Re-Generated several zones // Changed stealth scans to "free" door scans in zone 3

0.8.3 - Fixed fog

0.8.2 - Broke Fog More

0.8.1 - Fixed Class II Alarms spawning nothing // Broke fog

0.8.1 - Tweaked First Alarm to make it a threat // Tweaked level generation

0.8.0 - Fixed the Fog

0.7.9 - Tweaked Enemy Spawns (Reduced Phantoms and Increased Shadows) // Overall Rebalancing of areas to make Shadow room less threatening in a way and made certain groups larger or more varied // Tweaked Lighting in 2 zones // Tweaked Guns again (Nerfs) // Changed some fog events // Changed First Scan // Fixed Mines not working // Further Class II Alarm Tweaks (Made 5x harder) // Increased Air Speed slightly, and increased player base regen from 20 to 30 // Extraction Alarm added (With Extra Suprise) // Removed 1 Apex door // Text Altered for Rundown Information (No more "WARNING WARNING") // Shout out to Shard the enemy Designer who thought about helping and gave up.

0.7.8 - Level now fully working, and beatable // dependencies are reduced // Enemy population altered // Class II Alarms tweaked // Fixed Fog not clearing after reseting at checkpoint

0.7.7 - Again broke the weapons by reducing dependencies // Reduced File Size slightly

0.7.6 - File Structure Fixed and Exit Scan Fixed // Reduced File Size

0.7.5 - Fixed the file structure?

0.7.4 - Fixed Gun Textures // JK I broke it worse

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