Monaco
DIPLOMATIC IMPRISONMENT
Showing 1-5 of 5 entries
Update: 11 Jan, 2021 @ 3:31am

v.1.99 - All rooms redesigned, mostly done with the intent of reducing chaotic laser placement and room shapes.
Largest design changes:
-Turned the Ground Floor center safe agent around and added solid lasers.
-Backroom/Asylum swapped around.
-Kitchen is a dead end.
-Connected Printing and Passport Admission Committee via door instead of vent.
-Basically a complete removal of the punching guards.
-Far fewer disguises in general.

The main idea I tried to go for was make both wrench and smoke undesirable choices for speedrunning. They're still pretty good but now that the center safe isn't "If you don't have wrench or smoke you're dead" other choices should be more viable.

Update: 27 Nov, 2014 @ 9:55am

v1.1 - General removal of alarms. Should be much easier at this point, though death still can happen.

Update: 22 Sep, 2014 @ 3:19pm

Due too this being too hard to speedrun, I lowered all difficulty, sometimes basically killing the challange. Will stay this way till Oct. 5.

Update: 21 Sep, 2014 @ 7:32am

Removed the other keydoor. Added windows. Moved stuff in backroom on ground level, so that the computer isn't suicide to get. :A

Update: 20 Sep, 2014 @ 2:55pm

v1.0 - It's finally here. Created in a bit more than 2 weeks (which is extraordinary speed, for me) :A

An "exit where you come in map" flipped upsidedown.
I'm really proud of the way I managed to flip the front and the back of the building.

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Not really designed around speedrunning...
Because I made this in such a hurry, I take no resposibilty for glitches/difficulty spikes.

CORL!, GET OVER HERE AND TEST :A
....this might be too hard, sorry.