Deep below the layers of modern Europe persists the remnants of what came before. For one Italian city this includes a recently discovered series of caves and catacombs from a connecting sewer. Hearing of a possible localized outbreak, you and your team have been sent in to learn more.
While this initially appears to have been a complete intelligence failure, the Zeds seem to have cut off your exit, turning this, all too literally, into a tourist trap. But as your team heads down a stream, there are signs that the original intel may not have been so far off the mark. Something lurks below, and you may have well just been locked in with it. Let the adventures in this colossal cave begin!
With ‘Catacombs’ we wanted to offer a map that had a different playstyle than those released so far. It is unique in that it will be our first map where almost every light can be destroyed. Perks that utilize night vision and weapons with flashlights are advised!
We are looking forward to player feedback on this style of map! Gather your team, it is time to delve into the depths of the Catacombs.
As per player request we have also been providing a broader look at our development schedule via Dev Days left graphs and we have once again prepared a new one for this week. Some items to call out here are that several devs have completed their work on this patch, while others have been pulled in (that were working on other work previously). If you would like to read more about these graphs and how they are generated you can find that here: http://forums.tripwireinteractive.co...d.php?t=110591
And as I have noticed after these WWAUT posts there are usually several questions that have been answered in previous ones - here are the previous topics and links:
Player Feedback - System design:
http://forums.tripwireinteractive.co...d.php?t=109543
Melee Improvements:
http://forums.tripwireinteractive.co...d.php?t=110055
Firebug and Demolitions:
http://forums.tripwireinteractive.co...d.php?t=110445
Audio Work:
http://forums.tripwireinteractive.co...d.php?t=110591
What Goes Into Level Polish - Evacuation Point:
http://forums.tripwireinteractive.co...d.php?t=110685
New Berserker Skill Tree:
http://forums.tripwireinteractive.co...d.php?t=110738
Demolitions Weapon Set:
http://forums.tripwireinteractive.co...d.php?t=110887
Spoiler!
While this initially appears to have been a complete intelligence failure, the Zeds seem to have cut off your exit, turning this, all too literally, into a tourist trap. But as your team heads down a stream, there are signs that the original intel may not have been so far off the mark. Something lurks below, and you may have well just been locked in with it. Let the adventures in this colossal cave begin!
Spoiler!
With ‘Catacombs’ we wanted to offer a map that had a different playstyle than those released so far. It is unique in that it will be our first map where almost every light can be destroyed. Perks that utilize night vision and weapons with flashlights are advised!
Spoiler!
We are looking forward to player feedback on this style of map! Gather your team, it is time to delve into the depths of the Catacombs.
Spoiler!
As per player request we have also been providing a broader look at our development schedule via Dev Days left graphs and we have once again prepared a new one for this week. Some items to call out here are that several devs have completed their work on this patch, while others have been pulled in (that were working on other work previously). If you would like to read more about these graphs and how they are generated you can find that here: http://forums.tripwireinteractive.co...d.php?t=110591
Spoiler!
And as I have noticed after these WWAUT posts there are usually several questions that have been answered in previous ones - here are the previous topics and links:
Player Feedback - System design:
http://forums.tripwireinteractive.co...d.php?t=109543
Melee Improvements:
http://forums.tripwireinteractive.co...d.php?t=110055
Firebug and Demolitions:
http://forums.tripwireinteractive.co...d.php?t=110445
Audio Work:
http://forums.tripwireinteractive.co...d.php?t=110591
What Goes Into Level Polish - Evacuation Point:
http://forums.tripwireinteractive.co...d.php?t=110685
New Berserker Skill Tree:
http://forums.tripwireinteractive.co...d.php?t=110738
Demolitions Weapon Set:
http://forums.tripwireinteractive.co...d.php?t=110887
WWAUT - Digging Too Deep
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