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Dakstar-Occlusion-1.6.5 icon

Occlusion

A fairly difficult vanilla-like rundown. Currently contains 8 levels, with more to come soon

Date uploaded 2 years ago
Version 1.6.5
Download link Dakstar-Occlusion-1.6.5.zip
Downloads 259
Dependency string Dakstar-Occlusion-1.6.5

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.2 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.2
dakkhuza-MTFO-4.6.3 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.3
Amorously-AmorLib-1.2.1 icon
Amorously-AmorLib

My cool library mod for plugin developers

Preferred version: 1.2.1
Amorously-STFU-1.2.0 icon
Amorously-STFU

There are a lot of logs in the console, too many

Preferred version: 1.2.0
Dakstar-VideoReplacerReupload-1.0.1 icon
Dakstar-VideoReplacerReupload

Reupload of an old mod to replace parts of the GTFO intro and the credits

Preferred version: 1.0.1
easternunit100-WwiseGameParameterController-0.0.1 icon
easternunit100-WwiseGameParameterController

This helps your connect your GAME_PARAMETERS in your wwise projects in game volume settings.

Preferred version: 0.0.1
Flowaria-LGTuner-0.99999.3 icon
Flowaria-LGTuner

Fine tune your LevelGeneration! [Early Access 2]

Preferred version: 0.99999.3
Flowaria-FlowGeos-0.9.4 icon
Flowaria-FlowGeos

Sets of custom tile for your rundown!

Preferred version: 0.9.4
Flowaria-MTFO_Extension_PartialData-1.5.2 icon
Flowaria-MTFO_Extension_PartialData

Add PartialData Support for your MTFO

Preferred version: 1.5.2
GTFOModding-SecDoorTerminalInterface-1.0.7 icon
GTFOModding-SecDoorTerminalInterface

(Plugin Dev Libaray) Attach Terminal to Security Door with API

Preferred version: 1.0.7
GTFOModding-InjectLib-1.1.0 icon
GTFOModding-InjectLib

Dauda wants to inject things

Preferred version: 1.1.0
GTFOModding-TexturePainterAPI-1.0.3 icon
GTFOModding-TexturePainterAPI

Color the texture in real time

Preferred version: 1.0.3
GTFOModding-PaintTheDoor-1.0.5 icon
GTFOModding-PaintTheDoor

(Rundown Dev MOD) Disposable Painters allocated to re-paint the Security Doors in the Complex.

Preferred version: 1.0.5
hirnukuono-AdvancedWardenObjective-2.5.2 icon
hirnukuono-AdvancedWardenObjective

A modern fork of Flowaria's AdvancedWardenObjective (AWO). Now with 50+ warden events!

Preferred version: 2.5.2
hirnukuono-EEC_H-1.8.25 icon
hirnukuono-EEC_H

A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions

Preferred version: 1.8.25
hirnukuono-WardenIntelOhBehave-0.0.1 icon
hirnukuono-WardenIntelOhBehave

Attempts to fix the disappearing WardenIntel

Preferred version: 0.0.1
hirnukuono-LGTuner-1.2.7 icon
hirnukuono-LGTuner

Flowaria LGTuner, tweaked

Preferred version: 1.2.7
hirnukuono-GlueFix-0.0.8 icon
hirnukuono-GlueFix

cfoam cleanup crew on aisle You

Preferred version: 0.0.8
hirnukuono-BorkenCellGeoFix-0.2.3 icon
hirnukuono-BorkenCellGeoFix

this.. tile.. is.. beeeeeg

Preferred version: 0.2.3
Inas07-ExtraChainedPuzzleCustomization-1.6.10 icon
Inas07-ExtraChainedPuzzleCustomization

Customize your security scan

Preferred version: 1.6.10
Inas07-ExtraSurvivalWaveSettings-1.1.4 icon
Inas07-ExtraSurvivalWaveSettings

Reign your survival wave!

Preferred version: 1.1.4
Inas07-EOSExt_SecDoorTerminal-1.1.2 icon
Inas07-EOSExt_SecDoorTerminal

Rundown Dev side SecurityDoorTerminal. Now added ExtraDoor support

Preferred version: 1.1.2
Inas07-ExtraObjectiveSetup-1.6.15 icon
Inas07-ExtraObjectiveSetup

Further customize your level design!

Preferred version: 1.6.15
Inas07-EOSExt_Reactor-1.0.7 icon
Inas07-EOSExt_Reactor

Further customize Reactor objective

Preferred version: 1.0.7
Inas07-EOSExt_EMP-1.1.8 icon
Inas07-EOSExt_EMP

Decoupled EEC EMP features

Preferred version: 1.1.8
Inas07-EOSExt_SecuritySensor-1.1.7 icon
Inas07-EOSExt_SecuritySensor

Configurable Security Sensor and Movable Sensor. Now added with text / color customization

Preferred version: 1.1.7
Inas07-LocalProgression-1.3.7 icon
Inas07-LocalProgression

Record Modded Rundown Clears on your PC!

Preferred version: 1.3.7
JarheadHME-TerminalQueryAPI-1.1.0 icon
JarheadHME-TerminalQueryAPI

Adds an API for plugin devs to make custom objects Queryable

Preferred version: 1.1.0
JarheadHME-ActuallyUsableShuttleboxes-1.1.1 icon
JarheadHME-ActuallyUsableShuttleboxes

Allows Rundown Developers to place Shuttleboxes (aka Dumbwaiters, like from R7B1, R8E1, and R8E2) and give them a number of possible features

Preferred version: 1.1.1
randomuserhi-AggroFix-0.0.2 icon
randomuserhi-AggroFix

Host only mod to fix enemy targetting for custom rundowns that split players across zones

Preferred version: 0.0.2
Red_Leicester_Cheese-ExtraRundownCustomisation-1.0.2 icon
Red_Leicester_Cheese-ExtraRundownCustomisation

Customise your Rundown (Extra edition)

Preferred version: 1.0.2
Sam_D_B-SamGeos-2.0.21 icon
Sam_D_B-SamGeos

A set of custom tiles for use in your rundown

Preferred version: 2.0.21
tru0067-BetterTerminalInfo-1.0.2 icon
tru0067-BetterTerminalInfo

Adds the number of extra commands to the initial terminal output.

Preferred version: 1.0.2
Untilted-ConfigurableGlobalWaveSettings-1.2.1 icon
Untilted-ConfigurableGlobalWaveSettings

Makes some hardcoded wave-related settings configurable per level

Preferred version: 1.2.1

README

:// Occlusion

About the Rundown

Occlusion is a rundown that I designed to be a fun challenge for my team. Not super difficult, but a fun (I hope), vanilla inspired rundown that can just be a good time with friends. Expect tuning and adjustments to be made to levels and some weapons as I continue to learn.

Occlusion will have in-depth lore, more information coming SoonTM.

Current Levels

  • A1: Fracture
  • B1: Failsafe
  • B2: Protean
  • C1: Eternum
  • C2: Suffocate
  • C3: Codex
  • D1: Onslaught
  • D2: Maelstrom

Future Levels

  • D3: Isolation ERR:// PRISONER SKILL LEVEL INSUFFICIENT
  • D4: Confluence ERR:// MATTER WAVE COORDINATES UNRESOLVED
  • E1: Teratoma ERR:// EXTRAORDINARY AMOUNTS OF BIOMASS AT TARGET LOCATION
  • E2: Axiom ERR:// Unknown signal detected, more time is needed to decrypt
  • E3: Occlusion ERR:// FATAL LEVELS OF BIOMASS PRESENT

Weapon Changes

  • Sniper Rifle: Reverted to R6 state
  • Heavy AR: Reverted to R6 state
  • Spear: Now does 25 damage on a full charge but takes an extra 0.3 seconds (2 total) to charge.
  • Sawed-Off Shotgun: Now does 32 damage with all 8 pellets, and has reload of 1.5s

Patch Notes

  • 1.6.5 Hotfix to address issue with vanilla update
  • 1.6.4 Hotfix to nerf sawed-off (it still remains buffed overall). Also added expedition information for all remaining planned levels in Occlusion.
  • 1.6.3 Added R6 apparel (hopefully)
  • 1.6.2 Implemented most of the weapons changes from R6 ALT, excluding rifle and spear, and tweaked sawed-off and shotgun sentry.
  • 1.6.1 Changed the way most reactor waves spawn so that they no longer forward spawn in stealth zones.
  • 1.6.0 Added D2: Maelstrom, with Main sectors. Environmental conditions extremely unstable, proceed with caution.
  • 1.5.2 Hotfixed notable bugged waves in C1 and C3, removed a problematic apex door in C2
  • 1.5.1 Hotfixed D1: No longer spawns insane amounts of consumables
  • 1.5.0 Added D1: Onslaught, with Main and Extreme sectors. Good luck
  • 1.4.4 Added R3-5 apparel and fixed a conflicting Rundown ID.
  • 1.4.3 Hotfixed C3: Another attempted hotfix for C3 Overload scans
  • 1.4.2 Hotfixed C3: Fixed power cell spawns in Extreme, fixed scan not spawning in Overload.
  • 1.4.1 Hotfixed C3: Overload now opens properly
  • 1.4.0 Added C3: Codex, with Main, Extreme, and Overload sectors. Notes in spoiler section. Plans for C2 in spoiler section.
  • 1.3.2 Changed C2: More adjustments to C2. Zone 219 terminal set to a marker. Secondary made much more difficult overall. Tweaked overload to make the error alarm more enticing.
  • 1.3.1 Changed C2: Heavy changes to make the level more enjoyable and functional overall, details in spoiler section. Spear charge time decreased. Lore log added to A1
  • 1.3.0 Added C2: Suffocate, with Main, Extreme, and Overload sectors. Adjusted C1. Changed spear to make it more viable as a giant killing weapon.
  • 1.2.1 Reenabled all old rundown weapons, minor adjustments to B1 and C1, added menu icons for C2: Suffocate and C3: Codex.
  • 1.2.0 Added C1: Eternum, with Main and Extreme sectors. Adjusted A1, B1, and B2, with details in the full patch changes section. Added a Scout Playground in place of training
  • 1.1.1 Reduced resource distribution on A1, added MTFO and BepinEX as dependencies. Added descriptors in
  • 1.1.0 Release, three levels introduced, A1, B1, and B2

Full Patch Changes

WARNING: Spoilers Ahead!

SPOILERS

1.6.5

Hotfix to get Occlusion running after the 2nd ALT R6 patch broke the rundown

1.6.4

Hotfix to nerf sawed-off shotgun. I honestly don't know what I was thinking last patch - it's still decently buffed from vanilla, I had just made it way too powerful. Also added expedition information for all remaining planned levels for Occlusion. No promises that I won't add anymore but it's highly unlikely. ExtraChainedPuzzleCustomization also added as a dependency due to it being used for upcoming levels.

1.6.3

Hotfix to hopefully enable R6 apparel

1.6.2

Implemented most weapon changes from ALT R6, except rifle and spear. Also buffed sawed-off shotgun a decent amount - I might nerf it later - and also gave shotgun sentry penetration.

1.6.1

Hotfix patch for D2. Added standard consumables to zones without fog repellers. Changed reactor waves to come from spawn - I didn't want to, but I also don't want them to forward spawn, and unfortunately they didn't during testing but are doing it now. Properly staggered timings on the final waves

1.6.0

D2: Release. Welcome to Maelstrom. This is another reactor, but it's very different from D1. The idea around this reactor was to make a reactor that was less focused on constantly holding waves, and more focused on creating new difficulty factors with each wave. I hope you enjoy, and good luck down there.

1.5.2

Hotfix patch to fix two waves that were very different after installing a mod to fix heat bug. The waves from EtERNUM 1.0 in C1 and from the mainframe alarm in C3 were incredibly overpowering due to it spawning boss role. Additionally, an apex door was removed due to it having a habit of despawning birthers, breaking bots, and causing many other issues.

1.5.1

Hotfix patch to fix the absurd amount of consumables on D1

1.5.0

D1: Release. This level is very experimental, and by far the most challenging thing I have released so far. Extreme is subject to change some entire zones, and the rest of the level may change, as this is a very rough draft.

1.4.4

Hotfix patch to bring R3-5 apparel to Occlusion as well as fix a rundown ID conflict. Several new dependencies have also been added in preperation for D1, D2, D3, and E1

1.4.3

Hotfix patch to fix C3 Overload issues

Another attempt at fixing the C3 Overload scan not spawning. If this patch does not work, I will disable C3 Overload until I can get it working. Testing it will require Thunderstore releases however.

1.4.2

Hotfix patch to fix C3 Extreme and Overload issues

Extreme was spawning two cells in the same zone instead of one cell in each of two zones, this was fixed.

C3 Overload should now be functioning properly, the scan should spawn on EtERNUM Phase transfer now.

1.4.1

Hotfix patch to fix C3 Overload not opening on completion of main

1.4.0

C3: Release. This level is subject to change slightly. I believe you all will recognize the Extreme and Overload portions of this level. I plan to tailor both Extreme and Overload to my own designs later on, but I wanted to get a rough draft out there so that I can get feedback on how the level feels. Overall, a much less annoying level than C2, but it'll hopefully be improved over time like the rest.

Extreme: This section was supposed to be a mini R7D2, but ended up being REALLY similar to the level. Originally my holdout zone was different, but it had to change because the tank from behind in R7D2's second hub zone was ok, but defending waves in that zone was a lot harder. Overall, I liked the tank fight being harder, and as a result, the layout is incredibly similar to R7D2. Might swap out a few tiles in future patches

Overload: Overload was designed to be a Thunderdome style fight, very similar to the one in R5C2, except it's a little too similar and I don't like that. I might toss up a few of the spawns later, but for now have fun in this arena fight.

Overall, I'm not incredibly happy with the state of C3, but it's a fun level and I wanted to get it out there. Resources are definitely a little overtuned, but other than that, the level should be in pretty good working order. Have fun decrypting the Codex's secrets!

C2: I'm still not happy with the state of this level. I'm working on a way to make Overload a little more enticing on a secondary path, and I think it means dropping the error entirely in favor of another obstacle. What that may be, I don't know, but I'm working on it (I have some ideas brewing, but none that are very cool/unique). I'm going to let it rest a bit more though, as I'd like to come back to it with a fresh perspective.

1.3.2

C2: This level has undergone many tweaks in the last few days, due to a combination of the gardens tileset and also my inexperience as a modder. Heavy revisions to the level should be finished with this patch, however I'm not going to make any final promises, so don't get too attached.

  • Main: Added a marker to the Zone 219 terminal to lock it in place.

The Zone 219 terminal could spawn in a wall. I fixed it. Sorry.

  • Main (Last patch): Added a few big chargers to Zone 222

I forgot to include this in the last patch notes, but I added a few big chargers to the snatcher zone to encourage the stealthy approach.

  • Secondary: Greatly reduced ammo in Secondary sector. Added a few more scouts to the first and third zones.

Secondary was slightly overlooked in the last two patches, as my focus was primarily on getting the main sector more functional. Well now it has received some love and should be more worthy of being a C-Tier Extreme objective. I believe that this should primarily be a stealth section, and as such it is receiving much less ammo and more scouts to punish waking. I debated adding an alarm but ultimately decided against it as I wanted to offer the chance to complete secondary completely silently.

  • Overload: Added a lights out to Zone 764, the Overload stealth option.

Every person that I have asked about this level has opted for the stealth zone. As dangerous as waking the zone can be, ultimately it is a game of red light green light that is much more attractive than a permanent error alarm. I had initially attached a lights-out event to this zone, but removed it due to me believing that a permanent blackout would be too punishing. However, in light of everybody opting for this zone, I decided to reimplement it. Have fun, don't die

1.3.1

  • C2: Dropped number of generators from 4 to 3 in order to avoid needless backtracking for the extra cell. Removed zone between error terminal and Overload to make the level a little smaller and to prevent enemies spawning out of bounds on the first overload alarm. Changed final fog density to be much less dense to reflect the overall air quality. Added a few more resource packs in Zone 223 (previously Zone 224). Changed spawns for the Class M VII alarm to two rooms away; due to my error they had been 1 room away. Re-generated Extreme to my original intentions of a spread out zone. Properly generated final zone in Extreme with the correct custom geomorph.

I apologize for such heavy changes so soon after release, but Gardens has been a pain to work with. The level shouldn't recieve too many changes from here on out.

  • Spear: Charge changed from 2.7 -> 2.0 (vanilla = 1.7)

I initially thought that with the higher damage, spear would need a much higher charge time to compensate. However, due to not being able to sprint with spear, I decided to try giving it a very tiny charge time increase (1.7->2) and adjust it as necessary. It might be too strong.

  • A1: Lore log added.

I didn't initially intend to add lore logs, but I have come to realize that implication and Warden Intel is a poor way to communicate lore. More will be added as I continue developing Occlusion

1.3.0

  • C1: Changed out Big Strikers on blood door in favor of Big Chargers. They thematically fit with the tank, and the blood door was surprisingly a little too easy
  • C2: Release.

This level was a pain to create, as Gardens is not a fun tileset to work with. It's done though, and I hope you enjoy it. Just a warning, due to errors with the Gardens tileset, there are certain tiles where you cannot drop heavy items. Move to a different tile and drop the item there; it's a pain I know, but there's nothing I can do.

  • Weapons: Spear buffed.

I've always liked spear, but vanilla spear sucks. I changed the weapon to give it a 1 second longer charge, but buffed its damage to 25. Hopefully, spear should be much more viable now, as a nice support weapon to help take down giants.

1.2.1

  • Reenabled old rundown weapons
  • B1: added an alarm during the error run
  • C1: reduced resources across the level, was an intended change that I forgot to implement when I released C1
  • Training: Added C-foam to the individual scout zones to avoid having to run back and forth for more foam

1.2.0

  • A1: Cut down on the frankly ridiculous number of syringes
  • B1: Added a special surprise in the resource zone, and dimmed the lights in the Class III S Scan room
  • B2: Removed spitters due to the audio bug. Tweaked the overload blood door, and removed the extra data sphere
  • C1: Release
  • Training: Reworked into scout playground to fine tune your scout bonking skills, with regular, shadow, and charger zones. C-foam included.

Feedback/Questions?

  • Contact me on discord if you have any issues at: dakstar7#5050
  • Or you can respond to my feedback post in the GTFO Modding Discord.