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Goat simulator mods
Goat simulator mods






goat simulator mods
  1. #Goat simulator mods skin#
  2. #Goat simulator mods windows#

Part of the reason I blocked up the bridge was to make it less overwhelming to deal with cops and the turret.

  • If you check the TODO, I've already noted this down (click the "Spoiler!" words).
  • Cops should be able to pick up goats so you have to put more effort, and with changes i listed above, its not as cancerous.Īnd i was incredibly bored, so here's me doing 0 skillpoints solo on overkill: Rearranges inside shop/cafe are fine actually. MAYBE slightly increase height of walls on bridge cage side (where swat vans are) so you can crouch hide behind them more easily, but thats it, other cage points have enough cover.Īdding fuckton of cover in the areas that supposed to be dangerous without crowd control and team effort arent the best option. This in return makes control booth less cancerous. Infinite assault at the bridge part of day 2. Road turrets could have less hp so if you (somehow) break your car, you can actually deal with it. For overkill and below it should be 5/7/9/11 goats. (8 and not 9 for linear scaling so 1 player could do it in 2 cars). Goats should scale with player amount: 8/11/13/15 for 1/2/3/4 players respectively. Real issues of Goat sim that should be adressed:
  • More stuff i'm sure people will find out.
  • Removed railings to allow the player to enter the road by dropping down from near the bridge control room.
  • Adjusted cover near the silo to better protect against turret fire.
  • (Hopefully) fixed the issue where enemies would phase through the wall near the bridge.
  • The truck for the final sprint has been moved further back, and in alignment with the roads' yellow lines, to allow for better escape (and less risk of screwing up).
  • The window directly in front is not walled up to allow for cops to still allow for turning off the bridge.

    #Goat simulator mods windows#

    While the drilltime of the door has not been altered (yet!), there is now boarded up windows to allow for better (but not invulnerable) protection.The rotating bridge section has the cop spawn further back (like you'd find in, say, A WAVE BASED SHOOTER).** Near the front of the barn (Formerly was located on the road). The pathing has been adjusted so cops go around to the field, instead of using the shortcut. ** Field next to the bridge (Formerly was located on the other side of the bridge). The placement of the cage assembly has been moved to as follows:.LOADS more Haybales, rocks, haystacks, an oil drum or two, and other bits of cover has been added to provide cover.The Truck holding the Longfellow has been moved to the bridge.Spawns of cops has shifted around to the parrellel cliffs near the river and the bridge areas.One sniper spawn (on top of the "V" building) has been "disabled" (May or may not work). Buildings that spawn snipers have been made 1-2 stories lower so it's considerably easier to hit them.Redid the entire AI Pathing so enemies don't run inside of buses and cars.Moved some of the traffic and lamp posts around to provide a more consistent driving experience.Electrical fuseboxes have been moved around so the great majority of them are actually behind cover instead of being out in the open.The shop near the construction site has been completely revamped it's now a Pear store, the tables and windows have been completely replaced, and some of the loot will provide instant cash.The cafe has had its counters moved about to provide better cover.Opened the second floor door on the burning building because the puzzle is just too convoluted and annoying to deal with when smoke obscures your vision and cops already spawn there and try to stop you anyway.Slightly increased the edges of the map to allow for more distance between you and the cops.Buses have been added (why were they not there to begin with Overkill?!) to provide hideyholes and places to bunker down briefly. So what has been changed? (Click on "Spoiler! to see changes!") I furiously dropped everything I was working on, and, over the course of 12 days, 52 collective hours, and tens of playtests, I added a bunch of changes to the map QOL improvements, more cover, better AI pathing and spawns that don't overwhelm you as much, and generally made the heist more consistent and into something I'd actually want to play. I was so infuriated with this maps' lack of changes over almost half a decade that it's been out, that I decided to put matters into my own hands. And this was on a difficulty I otherwise do not struggle with on any other heist. I joined on day 2 of the heist Our team was pretty competent, and it was on Overkill difficulty.

    #Goat simulator mods skin#

    On, I decided to play some Goat sim to get my daily skin drop. Goat Simulator but with improvements more cover, better AI pathing, and hopefully very few issues! Many thanks to for helping and playtesting me with me!








    Goat simulator mods