Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There were a few glitches I encountered while playing, however:
- As I was solving one of the complicated puzzles on the 2nd floor (the rotatable table), the aimbot's laser disappeared inside the 2nd floor building where it was sitting, but was seen going through the windows outside of it.
- Copies of outlines of the hatches, panels, door, & camera) could be seen outside the borders of the map that I was playing on.
Other than that, I think this was a pretty good map to play through (albeit a bit ambitious at one point ^^;). Nice work!
I think the bug you encountered can happen if the deck output maxes out. When that happens you can use the deck command "clear" to reset it so it can keep printing text. In a later workshop level I made I actually ended up putting this on the tab notes just because you were very likely to hit the limit haha
After resetting the mod several times and grabbing a pen and paper, I was able to acquire all the getpos locations for the aimbot on the second floor. I did enjoy the long strings of code required to get the aimbot and telnet systems to coordinate for the panels and switches.
I noticed a lot of people in the comments that mentioned something about shooting a wheel; but I'm not sure I understand what they're talking about. The level was challenging, but the puzzle wasn't crazy to solve. Most of the challenge was brought on by the faulty deck.
Overall, great work with this mod!
screw that! i'm not starting over agaaaaaain. rushed into the last room, did all the coding while hiding under the counter. hid under the table while the contracts were being scanned. threw a chair at the window to distract the turret, and finally burst through the window back to the courtyard to extraction point.
final time 51 minutes, plus 100 penalty minutes for tripping 10 alarms (not my fault; the turrets broke the windows), for a total in-game score time of just over two and a half hours
but hey-- a win's a win.
There was probably a reason the main game didn't have any levels like this.
It's true that in the main game you don't actually shoot at any turn wheels, but it's possible, which is largely what inspired me to make the level- in the very last level of the main game with the elevator, when you're in the little room controlling the big sign outside, on my first playthrough I initially thought you had to set up the autocase inside that room to shoot at the wheel while you were outside. It turned out to not be the solution, but I thought it was a neat concept for a map. It turns out you can shoot at any interactable object to activate it. But yes, in this instance a button would probably be a better experience.
Should've made the windows bulletproof, or maybe change it from shooting at a wheel to a panel, so you always know the position of the aimbot with each blink.
On that topic, the bit with the wheel was very counterintuitive, especially since, as far as I know, thats not how it works in the base game. I think maybe you couldve included a picture of a handle on fire in the manual, to hint that you can shoot at it
Overall I was enjoying it a lot, it was mind twisty and there was a lot of attention to detail required, but I had to drop it because of the small details. I wish there were more levels like this tho!
Behind that, I appreciate that mission - it was really interesting to write a loooooong command to open door to contract room, and visuals of building and choice of goal is fine too - industrial espionage in the shell.
And yeah, I did want to change that but I liked the handwheel too much >.< - I ended up 'compromising' and putting a spotlight over it instead and hoped it'd be enough
Well done Sir!
Shooting to the handwheel wasn't exactly intuitive. Some hint would be nice :-/
I kept getting almost all the way inside, resetting, and then forgetting to unscrew the floor panels to get past the first set until I was all set up for the parts afterwards, then I'd have to drag everything back downstairs and reset my positions... lol
I have also thought about the defuse boxes, but I'm not sure where the best location would be for placing them. Having them inside the rooms might encourage people to just break the windows and then defuse the alarm :/
If there's a pannel to disable the alarm, that would be great (I've looked all over but I can't seem to find one), or there could be a save feature I could revert back to when the alarm triggers.
It's a great puzzle, don't get me wrong, but it's just that the alarm is so easy to set off and there's no way to turn it off WITHOUT having to start over completely. And considering how long the puzzle takes to finish, restarting completely shouldn't be the only option.
Some inspiration for the idea of the rotating bench comes from the Yoyo Abby Elevator level. On my first playthrough I set up the autocase inside the marquee control room (because I thought it was part of the mission), then controlled it using blinks. I was sad that it wasn't part of the solution so I though it'd a cool premise for a map. Also I'm glad you used set/getpos! I hope I didn't make too many people suffer by doing it with manual turnings haha.
Never knew that autoturret set/getpos were global map coordinates and not turret angle variables or something. And that you can shoot the wheel to make it turn!
Thank you so much for putting this together!
Might do a full on re-instal and see what happens.
So far I..
... can get through camera0/door1 into the lower room and then, using aimbot, get through the lazers (thus unlocking the airduct shortcut). Then I cen get the Weever up the stairs (I was very proud of myself) into the first upstairs room with the datajack but that only does the upstairs lazers - the downstiars lazer is a wall switch.
...and...
I have got a weever into the main upstairs room via that hatch but just can't seem to do much in there. I've even managed to move one of the armchairs to between those two counters to see if I can use it as a stepping stone to get the weever over there to the another datajack, but nope! it doesn't work like that!
I really am loving the mod and am determined to do it but I feel there's something really really obvious I'm missing!