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Keep that counter going, y’all.
by pac1fying:
by @eliworks:
There’s also been a lot of other fan made art posted over the years on social media such as Tumblr and Reddit (r/deadbolt), as well as the #creative-db channel in our community Discord server
by YoinkedByTheZoink:
by brainheadbot/Toni Mijatović
by touyaloid
by lampthesadone:
And as a special highlight, here's a wonderful Reaper-ified Chris Christodoulou drawn by Bluerogue
And heck, we might as well count some stuff related to modding. Classic_Cheese18’s contribution to the scene with his sprite work is particularly noteworthy, even if it’s not implemented into any existing mods just yet.




Depending on which route you take throughout the level, the challenges that you’ll face change drastically. Left side will be a treat for those more predisposed to action. Relatively tight time limits on ash totems? Check. Huge levels with plenty of vents and possible routes? Check. A Sawn-Off only stage with nothing but Bouncers? Yeah, sure, why not.
…huh, but if I interact with the portal, won’t I…
Oh.
OH.




The screenshots that you're looking at right now are from the latest entry in the series, "Two Sides of the Same Coin". Similarly to Operation Branching Bridleway, this map is split into two routes, each with its own (mostly stealth-centric) challenges.
Lastly, we’d like to highlight the maps of a couple newcomers to the community.
And that’s as much as we can fit before this post gets ridiculously long. Even though a lot of time has passed since the release, it’s evident that a lot of people are still really passionate about this niche little videogame, and they deserve the spotlight.
We start off at the ground level of one of Stela’s Towers, run by Amber & Evelyn. After a quick introduction — which also mentions our primary target, Sir Stela, — we’re immediately greeted with an overwhelmingly detailed environment and a foyer full of enemies. Well, that and a couple weapons lying by our car, which are sure to come in handy.
From there on, things quickly begin to derail - seems you aren't the only one who wants Sir Stela dead. As you ascend the tower, you're assaulted by a trio of demon snipers. Time your dodges well and you'll be able to reach a sniper rifle on the roof and get your own back. A veritable army of Dredged will cut off your exit point, however, and you'll be forced to hop across to the next building for a better chance at survival.
All of this results in a level with plenty of memorable gameplay moments contained within a total of just two playable areas that are so fun to play that you don’t even notice or mind the repeated layouts.

Expect this to be a hard map - we ourselves are seasoned DEADBOLT players, yet our playthroughs still lasted somewhere between 20 and 30 minutes.
Since custom levels are at the heart of community content, I feel it’s appropriate to start off with the new custom level editor - the DEADBOLT Editor Community Patch, or DECP. Coincidentally, it was the first piece of custom content Chris made before moving onto the game itself.
Best part is, most of what’s listed above doesn’t require any changes to the game itself! Whether it be a regular level or one made with DECP, all is playable within the vanilla version of the game without the need for DCP. Speaking of which...
There are even two original weapons based on unused sprites left in the files: the Burst Pistol and Sickle! The former, as you could gather from the name, is like a mini-Burst Rifle, while the Sickle is an insanely powerful, reusable throwable.
To those of you who want to dabble with the editor, DCP has several new objects to play around with. Wallpapers, lights, and water can now be tinted with 52 colour variations, allowing for a much larger range of aesthetic options.
If you’re more interested in new gameplay features, check out the smoke detector and cable box. The smoke detector was somewhat functional in vanilla, sounding an alarm when you exit a nearby vent, but DCP shows you the radius while in the vents, so you won’t get caught off guard by it. The cable box was entirely nonfunctional, crashing when interacted with. In DCP, it will activate whatever its child is when interacted with - a much simpler alternative than killing an offscreen enemy.


The provided images and gifs speak volumes more than we ever could, and experiencing all this for yourself will have an even greater impact.
Of course, these aren’t the only pieces of modding that are worth your attention. How about fan translations? Complete with custom fonts and fully translated sprites (main menu, writings on the walls, etc.), these two fanmade localisations for Korean
King Goose’s “Shakedown at the Docks” can pride itself with being an inspiration for revival of this series. There’s something beautiful about its simplicity as a standard DEADBOLT level: apartment blocks, drugs to burn, and undead to reap. What made it stand out for me though, is that no space feels wasted. You’ll be visiting every room at least once to deal with enemies or ash caches, and the vents, though admittedly a bit over expansive, provide a plethora of opportunities for infiltration and flanking.
Oh, and there’s also a really neat dock with a boat. How the heck did King Goose add open water without any dock tiles?
There’s beauty in simplicity, and simplicity is one thing this map does exceptionally well.
The major news is that we’ve got modding now! It’s still at a relatively basic level, but there’s already pretty cool stuff, like fixed crossbow sprites and barebones controller support! The real highlight is the modded level editor, featuring unused objects and more options than ever before. There’s even a particularly interesting level that comes to mind…
For all modding purposes, check out the #modding
Small Time Hydra is easily one of the most impressive of the bunch. It fits the entirety of the camera space, and poses quite a variety of ways to be completed. With vents that cover the entire building and enemies that appear seemingly out of nowhere ("Hydra" is there for a reason), it's jam packed with elements that allow for all sorts of routes. Destroy the phylacteries, kill Stela and flee. Can you beat our record of 29 seconds? ːhoopterː
Decomposition is mostly focused on finding your way around the level, almost feeling like an elaborate puzzle. Find your way to the 6 bottles that are scattered around the level, kill the bartender and exit via a level transition on the right. Mind the dancing crowds!
Well, it sure is a title. Anyway, this level is more akin to the standard levels of DEADBOLT, with some zombies here and there, an environment full of decor and even some backup! Usage of vents and lighting is greatly advised, since there is almost no way to go anywhere without alerting your enemies. Kill Puff, destroy the totems, cheese the backup if you know how and, you guessed it, escape the premises.
It’s quite simple in nature. Burning totems is nothing new to most reapers, but this map is heavily focused on stealth. You’re outmanned, outgunned, and confined to claustrophobic rooms that don’t leave you much space, you’ll have to plan out your route and avoid all the enemies so that you can burn the totems without being killed.
Or, if you’re feeling stubborn, you could try a full-on frontal assault of the base.
This map reminds me of how the official levels are structured, in a way. They tend to have a gimmick that uniquely define them, and this level really fits into that same design. It’s a nice, chill puzzle level, and sometimes simplicity is all you ever need.
Play it now!
We consider it to be the best entry of the bunch – it’s outstanding both in gameplay and level design, but the scripting and usage of triggers is what truly makes it.
choose a question with a smaller reapo
or get spooked. hard.
The dialogue is witty and adds some nice flair to the map, and the creators were even nice enough to present the player with two different routes towards completion – one for reapers who are up for a challenge and one for reapers who are willing to endure many deaths and memorise every trick the levels have up their sleeves. It’s got a little something for everyone.
When boiled down to the basic premise, the different “directions” that the map can take you in are essentially all arenas where you fight off waves of enemies, as well as the usual style of DEADBOLT level and whatever dialogue Tabu has come up with.
Now, this one won’t be for everyone, especially due to various flaws that differ in severity depending on your chosen route – the waves usually consist of enemies being stacked upon one another, many portions can be something of a tedious grind, and some of the jokes are sure to fly over the heads of many, being influenced by Russian internet culture. Yet I just so happen to be exactly the kind of person willing to sit through something if it looks possible, and in a weird way it feels like it was worth it in the end. And even with said drawbacks, the visuals never fail to impress. I mean, just take a look at this:
So yeah, if being confined to small arenas and pushing your way through waves of enemies sounds like something you wouldn’t mind spending your time on, then this one’s for you. And if not, then hey, whatever Tabu comes up with next may be more your style.
And last, our final entry is “New Year’s Wine” by LittleHorn! This is a nice wind down from the crazier gameplay presented by the maps above. It’s a short linear story about our Reapo helping the Candles out by getting some wine for the New Year’s celebration. It’s pure, simple, charming, and heartwarming. And, of course, it’s got some cool fiddling with the trigger system if you look under the hood.
And there you have it. Three cool and kinda-New-Year-themed maps (they’ve all got snow in them, that’s good enough for me), with each offering something unique that delivers a great time. You can access the maps via this collection. Thanks to everyone involved for taking part in this small project. Here’s to 2020!
And here's a little something by Classic_Cheese18, one of the members of the collab.
Fittingly enough for the level’s name, the first section is perfectly symmetrical, aside from the enemies being warped to different heights, which will make hitting the heads more difficult. The stage itself is pretty huge, with lots of small rooms, stairwells and interconnected vents that allow for quick navigation. The guns on the shelves are a neat touch, specifically because they’re pretty tricky to get.
After clearing the warped bar, you can explore a bit to find a familiar face, or acquire
Once you land you’ll find that the fall has stretched you out this time, which will make aiming rather confusing. Tip:
Once you rid the place of enemies undead, you’ll move to the story segment of the level by picking a safe and obtaining a cassette, a fragment of Ibzan’s shattered and distorted memory. We’re not gonna delve deep into the story here, though, so instead I’d like to bring your attention to this ridiculously large God of Life. Maybe this whole situation is just an obscure Evangelion reference.
All in all, it’s a memorable level, with added difficulty in figuring out just where to shoot the warped enemies, although it's somewhat short compared to some of the other stages in the collection. However, they’re designed just right to make the entire playthrough enjoyable.
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