Last updated | 9 hours ago |
Total downloads | 475 |
Total rating | 2 |
Categories | Rundowns |
Dependency string | obsessivebun-Lockout3-0.3.4 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
Frog-GearPartCustomization
Modify the position, rotation, and scale of gear parts
Preferred version: 1.3.3easternunit100-WwiseGameParameterController
This helps your connect your GAME_PARAMETERS in your wwise projects in game volume settings.
Preferred version: 0.0.1BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1Inas07-EOSExt_SecuritySensor
Configurable vanilla Security Sensor! Now added with Movable Sensor (T-Sensor)!
Preferred version: 1.1.6Inas07-EOSExt_SecDoor
Customize security door. Now only with interaction prompt customization.
Preferred version: 1.0.0hirnukuono-EEC_H
Flowaria's EEC (ExtraEnemyCustomization), with a few fixes, tweaks, and addons
Preferred version: 1.8.3hirnukuono-AdvancedWardenObjective
Flowaria's AdvancedWardenObjective with a few fixes, tweaks, and addons
Preferred version: 1.2.4AuriRex-LegacyLobby
Brings back the lobby screen aestethic of Rundown 1 through 4.
Preferred version: 1.1.0README
Lockout 3
Permission granted from mccad00
Overview
You are part of Sierra-1 Team. Your job is to investigate and find out what happened in [Sector_6509]. Little did you know is that you we're late...
Levels are designed on to be difficult. Only 8$A-01 is easy. Difficulty is increased from 8$A-02 and so on...
Levels Unlocked:
- 8$A-01 - Emergency Shutdown
- 8$A-02 - Trap
- 8$A-03 - Ashes
Access restricted from:
- 8$B-0X
- 8$C-0X
- 8$D-0X
- 8$E-0X
- 8$F-0X
- 8$G-0X
WIP Levels:
- 8$B-01
Weapons and Enemies:
Weapons are originally taken from LockoutRevival. If some weapons are broken or buggy, blame Hirnukuono. Enemies taken from LockoutRevival with a few fixes. If some enemies are broken, blame me.
Known issues:
Flyer/Big Flyer are broken at the moment. They will be fixed soon.
Lockout 3 Dev Team:
- obsessivebun(Ash) - Main Dev (doing literally everything)
- Taylor - 2nd Dev (helping with lore logs and ideas)
Feedback:
Tell me how bad I am at designing levels and managing my patch notes by contacting me on discord - tempo.the.bnnuy
Special thanks to:
- BaraWolf: For teaching me on how to make levels and most of my coding issues (lots of issues).
- Hirnukuono: For helping, giving feedback while working on the levels and making much needed plugins. (Keep doing your best!)
- DarkEmperor: For giving some of his blocks and helping with some coding issues.
- Taylor: For helping with logs, giving ideas and feedback.
- ProjectZaero: For helping with coding and other issues.
- Inas: For letting me use some of his stuff and for making some plugins from their rundown into "standalone".
- Sam D-B: For giving some of his blocks from his rundown.
Patch Notes:
-
0.3.4
8$A-03 Fixes:- Fixed Overload Apex door not opening after completing the Objective
-
0.3.3
8$A-03 Nerfs and Fixes: -
Main:
- Increased waves cooldown from 60s > 75s
- Changed giant wave spawns per Protocol level - 4 minutes 42 seconds > 4 minutes
-
Extreme:
- Adjusted the amount of tank waves from Extreme after completing the Objective - 5 > 3
-
Overload:
- Removed pMother Zone and moved HSU behind blood door
-
Fixes:
- Fixed progression text event after completing Main Objective
-
0.3.2
New Gear, Changes and Fixes: -
New Gear:
- Added Pickaxe
- Added Techman Spitfire III (Weapon idea by Taylor)
-
Changes:
- Changed Mirage Edge stats to its original stats
-
Fixes:
- Fixed Burst Pistol position (Thanks Amorously for letting me know)
-
8$A-03 Buffs/Nerfs, Changes and Fixes:
-
Buffs:
- Increased ammo packs by 1 use for the following zones: 214, 216, 218
-
Nerfs:
- Replaced "Class S I Surge Alarm" towards Zone 274 (Extreme) with "Class I Alarm"
- Removed "Class I Alarm" towards Zone 217 and replaced it with a normal Security Scan
- Removed 1 Giant Charger from Zone 219
-
Changes:
- Removed security scans for the following "Main" Zones: 212, 213, 214, 216, 220
-
Fixes:
- Fixed Chargers waves having the wrong Hybrid (It was meant to have Small Hybrids instead of Hybrid Scouts)
-
0.3.1
8$A-03 Changes and Fixes: -
Changes:
- Changed Class I Alarm security scan from "Big Team Scan" into a normal Team Scan
- Added mines and c-foam consumables in Zone 211
-
Fixes:
- Fixed missing wake up events to Zone 212 & Zone 213
-
0.3.0
New Content:- 8$A-03 Initial release
- Added a new Boss
- Added BetterSights, DS2_Custom_Gear_Parts, PingConsumables and LegacyLobby plugins as dependencies.
-
Melees:
- Added Omneco LongClub
- Added Kovac JagerMace
- Added Mirage Edge (permission from Dark Emperor)
-
Buffs:
- Slightly buffed Compact Handgun dmg - 2.8 > 3.1
- Buffed Caseless Rifle ammo capacity - 45/90 > 45/120
-
Changes:
- Changed Light Machinegun muzzle flash to prevent players from getting blind
- Changed ping icon color into pink for Shooter, Scout, Zoomer Scout, Giant Shooter & Infectious Giant Shooter
- Added unique ping icons for Precursor, Matriarch_A, Matriarch_B, Immortal Lurker, Immortal Tank (Pablo), Greg, Nightmare Striker, Nightmare Shooter, Nightmare Scout & Actual Nightmare Giant
-
Fixes:
- Fixed Nightmare Striker, Nightmare Shooter & Nightmare Scout
- Fixed Tactical Handgun's sight
- Fixed recoil desync (BetterSights)
- Fixed 8$A-02 missing soundbank at the start of the level
- Fixed 8$A-02 missing alarm sound from Overload when the first wave spawns
- Fixed Knives, Spears and Bats (fixed by hirnukuono)
-
0.2.6
Changes:- Changed Main Bulkhead door style
-
0.2.5
8$A-02 Nerfs: -
Main:
- Changed Main Bulkhead Error Alarm spawns from 2 Giant Chargers into 6 Chargers
- Zone 130 Surge Alarm is now a Class III Surge (It was a Class IV Surge)
- Zone 132 Surge Alarm is now a Class V Surge (It was a Class VI Surge)
-
Extreme:
- Uplink Sequences reduced from 9 to 7
- Uplink Waves cooldown increased from 13 to 15 seconds
-
Overload:
- Survival Wave Spawn amount reduced from 20 to 15
-
0.2.4
8$A-02 Fixes:- Fixed missing Overload Bulkhead Key again (I forgot to save the code)
-
0.2.3
8$A-02 Buffs, Nerfs & Fixes: -
Buffs:
- Increased amount of resources for Main Layer in the following Zones: 127, 128, 131
- Increased amount of resources for Overload Layer in the following Zones: 192, 193, 194
- Added some useful consumables in Zone 131 to help players with the alarm towards Zone 132
-
Nerfs:
- Removed all Giant Chargers inside Overload Sector
-
Fixes:
- Fixed spawn directions from elevator (2 rooms away) for the following: Main Elevator Error Alarm, Main Bulkhead Error Alarm, Extreme Error Alarm & Overload Survival Waves
- Fixed the missing soundbank at the start of the level
-
0.2.2
8$A-02 Fixes:- Fixed missing Overload Bulkhead Key
-
0.2.1
Did an oopsie:- Fixed ZIP File
-
0.2.0
New Content:- 8$-A02 Initial release
- Added Crowbar
- Added GearPartCustomization, Old_Expedition_Success_Screen and NoDoorCheese plugins as dependencies.
-
Changes and Fixes:
- Changed 8$A-01 Reactor Shutdown sound alarm into a standard one (to prevent soundbug)
- Fixed a warden intel that was colored wrong
- Fixed most 8$A-01 alarms (accidentally set them to "excluded")
- Fixed Snatcher
- Added an unique icon to Snatcher when pinged
-
0.1.1
8$A-01 Changes and Fixes:- Changed tile that leads towards Overload with something else to prevent cheesing due to NavMesh issues
- Added Consumables in Zone 53 (Overload)
- Replaced Class III Stealth Scan that leads to Zone 55 with a normal Security Scan
- Fixed the health for Charger Scout. It had the same health as the Hybrid Scout
- Moved Bulkhead DC (Zone 27) in a different position
-
0.1.0:
Initial release