The Escapists 2

The Escapists 2

caribbean-beans
MekaDovah 11 Feb, 2022 @ 10:10am
Feedback
This one was a lot of fun. One of my favorites in awhile. Love the island layout, especially since it combines a nice look and shape with a still fairly efficient layout (no marathons to get to the shower).

I particularly like the security stations the small buildings with sensors and double doors, but also a stair way to go above if one has a key. Though I think since the second one already needs a red key to go through the passage with the sensors, perhaps the upper floor of that one should take a teal key?

Escaped maybe half a week in? Kinda forgot to keep track, but first time I went out through the north, going through the doors near the canteen and finding a path through the forest. Second time I went south cause I wanted to challenge the security there. Slick of you to put all those trees and power generators in my way, but I still managed mainly because I found out the purple doors at the end were facing the wrong way, so I could walk through them even during lights out.

Main thing I noticed is that while there were many escapes, they could all be done with the same tools. Red key and contraband pouch covers most things. Two keys would allow easy access to most of the escapes. If possible, I'd suggest more variety to give the map a lot more replayability. Mix up the doors a bit more (less purple, more teal on the southern route), and maybe eliminate door access to a couple of escape routes entirely.

I also think a teal door should be added to the southern security station in the middle of the map. That already needs a red key to go through the path with the sensors so the "shortcut" should take a different key I think.

The main library also has some impassable junk blocking one of the shelves. I was worried I'd get stuck in there. I think that stuff should be removed since it isn't adding anything challenge-wise to avoid any potential issues.

All in all, very nice work! I think it's deserving of being among the higher rated prisons, though I agree it sucks they abandoned the game with the editor so badly incomplete and broken.
Last edited by MekaDovah; 11 Feb, 2022 @ 10:13am
< >
Showing 1-6 of 6 comments
Carbon  [developer] 12 Feb, 2022 @ 6:05am 
Hey, thanks for your feedback. (also the first)

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.
MekaDovah 12 Feb, 2022 @ 6:33am 
I tend to go for the quickiest, easiest escape that I notice first whenever I try a workshop map. I find it fun to figure out, part of the challenge to see if I can be stopped or forced to do something more complex, and usually don't go for alternate escapes, but this was an exception.

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.
Last edited by MekaDovah; 12 Feb, 2022 @ 6:49am
Carbon  [developer] 13 Feb, 2022 @ 11:37am 
Hey, so I did some work.
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.
Last edited by Carbon; 13 Feb, 2022 @ 3:38pm
MekaDovah 13 Feb, 2022 @ 6:13pm 
Cool. I'll take a look sometime when I have time.

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.
Last edited by MekaDovah; 13 Feb, 2022 @ 6:20pm
Carbon  [developer] 14 Feb, 2022 @ 3:04am 
Oh, do you mean the boat in the North-West

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.
Last edited by Carbon; 14 Feb, 2022 @ 4:28am
MekaDovah 14 Feb, 2022 @ 5:25am 
Awesome.
< >
Showing 1-6 of 6 comments
Per page: 1530 50