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The Skyscraper
   
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Mission Type: Heist
File Size
Posted
Updated
44.841 KB
26 Aug, 2014 @ 9:02am
14 Sep, 2014 @ 5:32pm
43 Change Notes ( view )

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The Skyscraper

Description
Tricky skyscraper map. Seven-floors-and-a-roof of devious traps and interesting key management. If you can get this in under two minutes, someone should give you a medal.


I just now took this out of my "in development" stage, so it may have an issue or two. If you find any, be sure to tell me! I'll fix it and stuff!

If you enjoyed this, be sure to rate it.

NOTE: Be careful with your key management. You can't just ignore them in this level.

Special thanks to Reality for his ever-helpful input. My maps would be much worse without his playtesting.
17 Comments
Professor Bunsen  [author] 14 Sep, 2014 @ 4:35pm 
Fixed the vault and door. (I love using the seagull, didn't even notice the possibility until you mentioned it). Added Both a wrench and C4, on on f4, one on f5.

I'm glad you like the puzzles! Even though I've "released" this, it's still open to modification... so any more ideas you have, I'm happy to hear.
Reality 13 Sep, 2014 @ 3:23pm 
I'm not sure what's up with the bottom right vault, it seems most of the clusters are working, except the middle-right groups.

I like using the 5th floor bridge between the bottom left and bottom right (from the right side) but the lock on the door of the left side prevents you from using a seagull(conveniently placed outside on the lower walkway) to get the guard out and run in while he isn't facing players. (unless using locksmith or cleaner)

I did play again to see if it would be faster to go with emp> c4, and my result seemed to be yes, with the exception of the bank area. I actually wish there was a wrench or extra c4 in the top left or top right 4th floorws, because coming back down is not worth it with the emp, and you don't really want to make more backtracking for yourself.

Respecting the puzzles is a two way street on this level, which makes slowing down rewarding.
Professor Bunsen  [author] 4 Sep, 2014 @ 6:08pm 
I just noticed the doors last revision; I think I'll get them fixed this round. I'll correct the top vault wall.

I noticed the coin problem last time I tested, and thought the game was just glitching out. Obviously, it's a problem with the map; I'll look into it.

I think after I update again, I'll be ready for any little nitpicky things you have.

It's really hard to test this one because it's so freaking massive. I think next time, I'll build three floors maximum. Good greif.
Reality 4 Sep, 2014 @ 1:12pm 
Tsting locksmith, I realised that some handscan doors (notably the one on the exit garage and some on 5F are not properely connected tot heir alarms)
Reality 4 Sep, 2014 @ 1:08pm 
The bottom right 5f 6f staircase has no entrance on the 6f side, so it traps you in a wall and you have to go through the handscan dors back to the bottom left to get back down. also in the bottom right of 6f, there is a safe in one of the secret passages, but it holds no coins. Finally, the top left vault is semi fair except for one problem, the staircase itself is covered by the lasers, so noly lookout or a suidide can get you out
Professor Bunsen  [author] 3 Sep, 2014 @ 9:07am 
BTW, welcome on board, bearski! I update this semi-frequently, so come back and check it every now and again.
Professor Bunsen  [author] 3 Sep, 2014 @ 9:06am 
(continued)
The northeast tower will be acessible through f5, I think. You actually cannot reach the top of the NE tower through itself, which is why f2 must be crossed at least three times: up the NE tower, up any of the other towers, and down.

I think you're probably right about the lasers, I'll move them.

This map requires key management. In the beginning text, it will probably warn the player of this. I'll also eventually get around to adding those indicators. In fact, I'll put them in this next revision so you can tell me if the placement is effective.
Professor Bunsen  [author] 3 Sep, 2014 @ 9:06am 
My intent is for the player to use the cental computer to get past the 1f-2f stair alarms. Obviously, the map has several other solutions, but that computer is how I designed it.

I'm actually going to seperate the floors again. Having such a small space to work with creates some interesting challenges... both for the player and the mapmaker.

I think I've learned my lesson with this map: epic undertakings are difficult. Because there are so many floors with so many rooms, I'm having trouble keeping the challenges fresh.

There will be enough keys to open every door, but some of them will be on F8.
Bearskie 3 Sep, 2014 @ 3:05am 
Yeah, I played through it and eventually realised I had no keys left to get to the 3rd/4th floors. Couldnt be bothered to run through the whole map again to find the key, so I resorted to just using c4 to blast open the door (and myself, incidentally).

Speaking of C4, its a godsend at the third-floor Bank
Reality 2 Sep, 2014 @ 4:59pm 
Finished testing. There are no pointers to go to the top right first( to get the keys). Once you know that the level is fair and the difficulty is as it should be.