Exit is tasked with wiping out some key members of the Jumpsuits at an abandoned mall. New traps, new weapons, and an indoor roller coaster stand in her way, but the question remains ... where the hell are these guys coming from?
I'm so happy to have the mall polished up and finished for you guys. To me, it's been one of the most satisfying things to work on since it's finally made me understand how a PIGFACE level should feel. A month or so ago, when this level was still in its infancy, I was having some pretty hefty doubts about my ability to make it work, both for performance reasons and time. Initially, the problem was that it was way too big -- it had tons of dead space and it was completely unbalanced. If you went in with a shotgun and hoped to do much of anything, you were toast before you even got in the door.
Since then, the mall has been trimmed up and brought closer together with lots of obstacles between points of interest. So, if you want to go in with just a melee weapon and the new melee-focused mask, you can make it work! If you want to go pistols-only and sneak around, you can! If you want to smoke up a storm and charge in with an LMG and explosives, go for it!
All this to say, I think I've found a good balance; each type of player can feel like the way they want to play is justified by the level design.
My goal for future levels is to provide as many avenues as I can so that you can decide how to tackle something, rather than being given an obstacle that has only one solution. For the main jobs in PIGFACE, that's basically the design philosophy.
USAS Shotgun
Dual-Wielded M9 Pistols
Chainsaw
Hockey Stick
Big (Spiked) Pipe
Melee Kills grants 5 seconds of Invulnerability at the cost of receiving a 25% increase in damage from guns.
10% chance to negate any damage with 75% base damage resistance, at the cost of 20% decreased movement speed.
Dynamic and Static Crosshair options
Full Body Gibs!
Two New Cutscenes.
Several new and updated SFX.
Chainsaw added
Hockey stick added
Big pipe added
Dual M9s added
USAS-12 added
Glock reserve ammo increased: 45 → 90
AK reserve ammo decreased: 180 → 120
AK accuracy decreased
Mac-10 accuracy increased
Revolver iron sights adjusted for accuracy
Added bloom reduction & iron sight to Mac-10
Metal armor added
Medium armor description changed
Enemy melee range doubled
Increased enemy landmine hitboxes
Fixed two-handed stance not showing after the enemies spot the player
Added full-body gibs if enough damage is dealt
“Victory” voice lines added when the player dies
Cigarettes now heal 25 HP instead of causing damage, and still give 30s damage resistance
New equipment pickup/drop/equip SFX
Players can now set FPS to 400
Added crosshair for accessibility
Crosshair can be toggled static/dynamic
Movement SFX added (player)
Cutscene text changed
Updated credits
Fixed the dynamic crosshair setting not saving
Fixed blood decals clipping
Fixed minor clipping on the invisible ramp to the van
Slight performance improvements on the train station level