MADNESS: Project Nexus

MADNESS: Project Nexus

Tower of MADNESS [DEMO]
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Update: 19 Jul @ 5:22pm

7/25/25

Update: 22 Jun @ 11:00pm

a small content/bux fixing update released! here's what's been added and changed:



- Radios have been revamped on every staircase! instead of having to go into a seperate room to access the radio, it is now alongside the ammo reffils and med cabnets! This change should improve performance as well.

- TOM player mag has been revamped to improve quality of life and overall, be more fun to play as! Give him a try and see what all's been done!

- replaced the cyber bandits with sleepwalkers in floor 8.

- added some cover in floors 5 and 11.

- adjusted the lighting in floor 3

- Garret goyle makes his grand return into floor 8!

- fixed an issue in floor 13 in which you and enemies could walk through the left wall.




aside from a couple of micro bug-fixing updates, This will potentially be the final small update before the extended demo releases. Any and all content to be released prior to it will consist of videos of devlogs and tutorials on using the scene tools on my youtube channel. You can find it here:
https://www.youtube.com/channel/UCF6WJZZh6QKckmGFiQRANHg

Have a good week yall!

Update: 8 Jun @ 6:18pm

a content, bug fix hybrid update released. here's what's been added and changed:



- The Tower of MADNESS is now playable from start to finish for players using mag-sized characters! A mag-sized character called "TOM player MAG" has been created for you to play as and mess around in the custom level.

- added a floor grate in front the of every exit door for all 15 floors and staircases. These are used for mag-sized players who can't fit through the traditional garage doors.

- widened the two small platforms in floor 8

- Fixed strange performance issues when going into certain floors and staircases. (The most notable example is the staircase where you meet the sus hireling)

- replaced gestalt with [_______] in the secret floor



Unfortunately, I wasn't able to get a whole lot done this week. The past two weeks have been fairly busy in the IRL department, but progress prevails nonetheless. Anyways, Be sure to let me know what you all think about this new addition to this custom level. As of right now, a lot of it is a WIP, and future updates will iron out some of the kinks and bugs what are within it rn. Additionally, Development has been divided into one-thirds over the full release, the v0.4 extended DEMO, and IRL stuff. The dates for both releases will remain the same, unless life decided to throw a monkey wrench into my plans. Have a good week yall!

Update: 1 Jun @ 6:52pm

A decent sized, bug fixing update released! here's a list of everything that's been changed:



- reduced the size of numerous floors to speed up pacing and improve ai pathfinding

- textures have been improved in numerous floors.

- added signs on certain doors in couple of floors to warn you of potential lack of weapons or no weapons for the next floor.

- fixed various platforms and slopes that wouldn't allow you to move your crosshair to the top of them.

- Fixed an issue with spikes not causing damage in floor 8

- Camera has been adjusted in floor 10 to stop enemies from disappearing under the camera

- Fixed the coloring of players 3 and 4's hats.

- various doors across all 15 floors have been partially fixed visually. A good majority of all doors are no longer just door frames!

- added an arrow sign at the beginning of the level to help guide players towards the tower.

- a couple of other changes that I can't think off the top of my head.



aside from overhauling most of the floors, This is also the first update in which the custom level was edited through a different version of the unity editor. With that being said, if you come across any bugs or other weird issues, be sure to report it in the comments or wherever else you find me. Anytime I add or change anything within the custom level, especially changes as large at this update brings, it inevitably causes new bugs and issues. Have a good day yall!

Update: 24 May @ 10:35pm

A hybrid of a bug fix and content update released! Here's what's been changed and added:



- Added Multiplayer support! The players can be accessed through the player selection room, located on the road at the beginning of the stage. Unfotinutely as of right now, There is no way to change players two, three, and four outside of replacing them though Mad Card Maker. I may potentially make a tutorial on how to replace the characters sometime in the future.

- A radio has been added in every staircase! Accessing it isn't the most ideal, but it works nonetheless.

- Added dissonant throwable refills on every staircase

- Every door in the checkpoint room now leads to the staircases instead of the floors themselves.

- Improved ai pathfinding in floor 15 for both the enemies and the apparent hireling.

- AI pathfinding. textures, and camera angle have been improved in floor 10.

- Improved ai pathfinding for floor 13.

- Fixed various issues regarding staircase 13.



If anyone comes across any issues, be sure to let me know about them. Anytime I add anything new to this custom levels, it inevitably introduces new problems that need to be fixed. Have a good veteran's day weekend y'all!

Update: 18 May @ 7:29pm

micro bug fixing update released. Only one change this time, this change being:

- Fixed ai pathfinding issue in floor 4. If you know anything about the problems on this custom stage, I can only have ai pathfinding function in 1 room, and floor 4 is the one that relies on ai pathfinding more than any other room.

Update: 17 May @ 5:40pm

Another small, bug fixing update released! here's what's been changed:

- fixed lighting issue in all staircases

- fixed an issue on a platform in staircase 13 that blocked your view during combat, making it impossible to fight enemies around that area.

- Fixed an aiming issue on floor 11 in which the cursor would only aim to the very bottom of the floor.

- fixed an issue on staircase 15 in which the top platform was coved by darkness

- fixed an ai pathfinding issue on staircase 14 that stopped the apparent hireling from reaching the top. enemies have also been moved to the top.

- ai pathfinding in floor 3 has been slightly improved. They at least no longer run straight into the gas pumps.

- the checkpoint room poster in staircase 6 has been moved to be more noticable.

- Floor grates have been added to floor 9 to easier navigate between both levels. The doors that lead to both levels have also been moved to be noticed easier.



Any and all feedback and bug reports is more than appreciated! I will also be posting another devlog tomorrow to showcase new floors and potential plans for the future of this custom level.
https://www.youtube.com/channel/UCF6WJZZh6QKckmGFiQRANHg

Update: 9 May @ 7:48pm

a small, bug fixing update released! here's what's been done:



- mild improvements on ai as a work around for the ai pathfinding issues present in most of the floors. As far as I'm aware, the pathfinding issues could be caused by a bug within the scene tools in which the room you have synched within the scene tools is the only room in which doors and pathfinding will work properly. I've chosen floor 4 to be synched, as it's the floor that relies the most on pathfinding to function properly. Unfortinutely, this bug is currently outside of my control and all I can do find workarounds to improve the ai.

- fixed a colliding issue on floor 9 that allowed players to walk through the right wall and fall off the map.

- the maximum amount of enemies present on floor 11 has been increased to speed up pacing. n51 recons within the floor have also been replaced with zeds.

- fixed a couple more doors I missed that were sticking too far out of the wall.

- The spawnpoints in floor 3 have been adjusted to increase pacing.



As of right now, about 90% of my attention is going to production of the full release. Updates to the demo will not be as large or frequent as versions 0.1, 0.2, and 0.3, and will mainly focus on improving the ai, along with fixing any other issues that people bring to my attention.

I will also start posting devlogs on my yt channel discussing new floors I'm making, potential ideas and visions for future floors, and other things I can't name off the top of my head.

Have a good weekend yall!

Update: 7 May @ 10:26pm

Tower of MADNESS v 0.3 released!

This update focuses on ironing out all the nit picks that have been brought to my attention since the release of v 0.2. Here's a list of everything that's been done:

- The intro to the level has been overhauled to showcase the new design for the Tower of MADNESS!

- The camera angle on every floor has been adjusted to improve quality of life for players, especially ranged users!

- Doors no longer bulge out of the wall!... At least for some of them it's at least not too obnoxious.

- A checkpoint room has been added for those who end up getting their progress halted due to a glitch or some other issue. It's simply not fair to have to start from the very beginning because of a problem outside of your control and my control. If you manage get past floor 5, you'll find a poster that shows you where the checkpoint room is.

- floors 10 and 11 have been switched around again, with the nexus core floor getting a full overhaul on its room!

- floor 8 (slaughter time floor) now drops weapons, giving you a chance to use something besides your fists!

- the red viking ghost from floor 7 has been replaced with slayers!

- a new secret floor has been added to the custom level, Finding the door that leads to it won't be in plain sight, but when you do find it, be ready for a fight. It'll serve as a glimpse into how challenging the rooms will get, with this one in particular being placed somewhere in the 60s or 70s.

- various small tweaks of visuals all throughout the floors.



This will potentially be the last major update to this custom level, with smaller updates coming out every now and then to fix issues brought to my attention, like the ai pathfinding being broken in some of the floors. production for the full release will start to go full throttle once I get a couple of loose ends tightened up on the demo. The expected release date will remain the same.

I will also start doing some dev blogs to share new rooms I'm making, potential plans and visions I have for the full release, and other things for anyone interested in that sort of stuff. You can find my channel here: https://www.youtube.com/channel/UCF6WJZZh6QKckmGFiQRANHg

Update: 27 Apr @ 8:05pm

Tower of MADNESS v0.2 released!

This update focuses on filling in a bunch of the rooms that have been empty since release, along with fixing a couple of issues that have been brought to my attention.

The melee and unarmed glitch has plagued this custom level since its initial release, but I think I figured out what's been causing it. If it turns out to actually be the cause, then fixing it is gonna be easier said than done, as the glitch seems to be rooted in with how the game gets rid of weapons you don't pick up upon leaving the room. The only real solution as of right now is avoid throwing ANY weapon at ANY enemies, and also avoid executing ANY enemies with any weapons that let you get a free executioin. posters have been placed in every staircase to remind you NOT to do any of these actions.

aside from that, floors 1 to 11 have been given lipstick and rouge to have a unique and distinct appearance between each floor. I won't get into too much detail on what I've done, I'll keep it as a surprise for you to discover.

a couple of other small fixes and tweaks to mention as well:

- garret goyle has been removed from floor 8 due to him being invincible for some players

- invisible slopes inside floor 12 have been adjusted to ensure that teleporting back to the top is impossible. If the problem still persists, please let me know and I'll go through and make another fix.

- A good majority of the doors throughout the custom level are off and far away from where they should be from the wall. Nearly every door in the staircases along with some of the floors have been fixed, but the doors from floors 5 to 15 have not been touched yet.


The next update will focus on ironing out the nit pick details such as the doors sticking too far out from the wall and being able to see other rooms from the black void surrounding the rooms you're currently fighting in.

As usual, the full release will be developed alongside the DEMO, the DEMO itself representing what the full release will look like.