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First, I do have to agree that most of the escapes routes require the same tools, it's just a shame I can't make more advanced routes like in the normal maps where you have to collect things around the map to escape.
But that does lead to more repetitive escape methods, it's always keys for doors or a pickaxe to break through a wall, and with the severe amount of escapes I have it's hard to keep all the escapes unique.
But yea, you are totally right about the amount of purple doors I have to the south, it's manly because I thought that if I mixed things too much down there you could get stuck with the wrong key and have to start all over again. (and that wouldn't really be that encouraging to play all over again (I think))
+ the second metal detector really doesn't need a red door at the top like you said, a cyan door would be better there.
Furthermore, I thought it would be funny to put a little maze of junk in the library to make you work for the bookcase in the back, but, but later on I learned that you could still access the bookshelf at the frond by accessing it by its side, and at that point I already was to laze to fix it, but yea, I could rework that part a bit.
PS: thanks for playing it twice, I really didn't expect that people would be trying a hard route and a somewhat easier rout on their play trough
+sorry for possible grammar mistakes, I used a language tool to help me type this because I'm bad at English.
When I tested the purple doors to the south, if they had been facing the correct way then I knew I could have gotten stuck between it and the red door and would just have to reload my save. I accept that risk as part of the challenge since, well, a trap like that would be a clever way to catch would-be escapees and it'd be my fault for taking the risk without being prepared, so I wouldn't worry about that too much.
Getting stuck on terrain junk when simply trying to use a bookshelf would feel more like a cheat, though I noticed the shelf works just fine so I guess it's a non-issue. I'd still recommend clearing that one anyway just to be safe.
And I sympathize. Having made nearly a dozen maps myself, I have also been repeatedly frustrated with the editor's limitations, bugs, and trying to come up with different kinds of escapes that didn't feel repetitive or boring, but despite my best efforts, every escape usually using some combination of keys, climbing, digging/breaking walls, or vents, and the bulk of the escape is just prep work to get those tools with RNG being the main thing that slows anyone down.
Edit: I did learn a couple of tricks. One is to never rely on the double green doors, since they don't work right (they're perma one way unless part of a job room, no key required) and green keys never drop on workshop maps, so fake green keys can never be made.
Another is cameras can see through a fence even if they're locked off by the fence (thus can't be taped up). Their range is very short (up to 3 spaces directly in front of the camera), but set up like this and players will need to find a way to shut the cameras off to cut the fence. About as good as we can get without electric fences being available.
This detection range also applies to any kind of "damage" being done to the prison, so a player could break a wall 4 spaces away from a camera and be completely safe. The camera can see them doing something like fighting or looting a desk from farther away, but not smashing a wall down for some reason.
Your English was fine, btw. Better than some native speakers.
If I didn't make any mistakes, it should be a bit more balanced now.
I changed the red doors in the second security zone, changed the bottom one for a purple door, and the top one for a cyan door, so that's solved.
Next, I changed the bookshelf in the library, so you can't get stuck in junk anymore.
Also added some light for in the night, left some areas dark on purpose for an easier escape.
Used your tip for the cameras to make some easy escapes harder, and some easier routes for hard escapes harder.
Just in general made all hard escapes harder, so turning off generators will be your best friend.
I also used a glitch, so some areas will aggravate guards and camera's.
I was just testing some stuff and realized that being in an guard cells will aggravate guards and camera's,
So if you cover an entire area of your map with 1 massive guard cell, it will make a type of restricted area.
So I used that to cover everything after the second security zone, because an inmate shouldn't normally be there.
I also tested green doors, like you mentioned.
Horizontal double doors only allow inmates to go down, and vertical double doors only left,
But I decided to not use them because it could lead to some more aggravating situations.
I also can trap players that way, but that will also lead to them losing all their progress and like I already mentioned, that really wouldn't be that motivating.
Lastly, I changed some more little thing around the map that I noticed later on, while I was working on it.
Like, removing some debris to make areas not so cluttered, and adding some in areas that needed some.
And here and there some more decorations, and fixes for rooms sizes and so on.
Edit: I just changed the forest in the North.
Because my plan wasn't to escape via the forest, but the boat connected to that same forest.
The same thing happened to the Forest in the West, that also wasn't the intention.
Added some more areas that you're not allowed to enter without being suspicious.
And removed some more garbage from the floor to make rooms look less cluttered.
But this will probably be the last time I'll work on this map, I will need to make another one at some point.
So yea, that's all.
Yeah, using zoning of things like guard cells helps a lot with creating "restricted" areas that the player will get in trouble for being in if they aren't disguised as well as sorta helping encourage guards to patrol specific areas.
Fun fact: guards seem to particularly like patrolling the social area. If you want them to patrol an area a bit more but make it open to prisoners as well (like say they just aren't patrolling the cell block enough) then adding a social area there could help with that.
Edit: I know you said you didn't want to update this any further, but you might want to get rid of that jetski near the main cellblock as I can reach it from the shoreline and instantly escape.
Because I made that escape intentionally very easy,
If you look at the list of escapes I made, you can see that that one is marked as "Free-bee".
So yea, unless you mean the jet ski behind the cafeteria, then that would be a problem.
But I just checked, and I couldn't see any possible way to cheat that or walk straight to it.
Edit: I just found the jet ski you mentioned.
I forgot to remove that from testing the prison.
Welp that is a pretty big problem...
edit edit: just updated that massive problem.