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Restoration Mod - custom heists compatibility patches
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Downloads3,417
Views20,560
Publish Date3 years ago
Last Updated2 months ago by
Version4.2.4
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DOshOwner
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Hey, if you need help with some of my maps, I would gladly help :)

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(Viewer)3 years ago(Edited)

Hey hey. Thanks, I will if I need help. Right now I'm mostly thinking just what to do with them.

For the stealth-only ones the main obstacle is ResMod's stealth system which works on a vastly different basis than vanilla. You have ways to dominate or takedown the guards without triggering their pagers, but you also have a suspicion meter which fills up if you kill pagered guards (no matter if their pager goes off), kill civillians or get spotted by cameras. Once the bar is full - you're toast. That, and guards no longer get instakilled if they're hit unalerted, but you have to deal proper damage.

Blackridge is easier to adapt, as I generally just have to turn the specials into more standard guards.
Cargoship is a different beast because there's a thin line between adapting it to use the Res mechanics proper and making the map's difficulty completely neutered.

As for Funbank, I have to replace the zeal guards to avoid crashes but then I'm wondering what could be done to make it feel more difficult and special than standard branchbanks. Main thing I'm considering right now is using the zombie faction (because of the night aesthetic and huge amount of guards roaming the grounds) and cranking the enemy spawns up (ResMod has per-map settings to adjust spawn delays and such).

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