Monaco
The Skyscraper
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.
Reality 30 Aug, 2014 @ 4:52pm 
The fourth floor is so pretty. Actually I think you already changed the window, it was the mid room above and to the right of the garage . The 4th floor has one area isolated and the other three accesible, which somewhat helps with the key situation

at this point I'm guessing you're planning to have the upper floors stay combined until the player's get to the second and last key, before going back to 2F and climbing the isolated northeast tower to a trophy?

How do you intend for players to go through the 1F staircase alarms ? I've used different methods as I replay the level, i'm unsure myself which is best. Decorative elements abound now. The new bush heavy second floor makes it significantly easier, although that may be important with the amount of revists needed. The c4 room is spacy and probably a better canidate for the two flickering lasers than the disguise store.
Professor Bunsen  [author] 30 Aug, 2014 @ 11:10am 
Allright, this update fixed some stuff and hashed out some decorative elements. I've also sketched out F4 areas.

Once the major issues on a floor are fixed, I'd be happy to hear about the nitpicky little stuff, like the window you mentioned. Sometimes the small stuff can really improve a level... just not until the major stuff is changed.

Which window did you think should be changed?
Reality 29 Aug, 2014 @ 1:55pm 
I liked all 3F areas, but they had a couple problems- The top right one, the blinking lasers are in an order such that you can get through them only going left to right, so I think you should reverse them and put a computer g on the left side (since that's the one you'll be using coming back)

The bottom left 3F area is very strategic, except that a wall partly blocks the turret, so it usually does no damage, or at most the autogun damage. Finally for the escape garage, the 1x1 pillars on the right side are awkwardly spaced with the new room size. I think there was one place I wanted a north south glass wall and west east solid wall swapped, But it's minor,
Reality 29 Aug, 2014 @ 1:52pm 
I like the new first floor. Changing door types made dealing with the existing guards much different. The Jewrely trap thing is interesting, but if you don't take them all at once guards get stuck in there. Arguably it's weighted for redhead/hacker/mole or MP, as other charthers can't quite finish it with one emp, although they can get out and into the health bathroom with some life left.

Currently there aren't enough keys to use all four 3rd floor entrances (so I blew myself up with c4 to get all coins in one run) also you left a key door for the old 2f-1F entrance top center, but the U shape does help get guard stop chasing you, which makes me want it to stay (with the key door swapped with normal walls of course)

Professor Bunsen  [author] 27 Aug, 2014 @ 4:21pm 
OK, I added your suggestion and updated it for the workshop.

You should have seen the giant cordon of death before it was the giant cordon of death. The thing was ridiculous! I couldn't get past it--and I'm the one who MADE it. It involved, like, three seperate metal detectors and a search laser and four guards with no way through.
Professor Bunsen  [author] 27 Aug, 2014 @ 4:08pm 
Hmmm... I like it. I'll try implementing it and see what you think.

Just FYI, I only have F1 and F2 sketched out, but there will be eight floors. The layout will be really interesting, I think you'll see why when I get to F3.

I can't quite figure out why F1 feels so boring. It just... kind of lacks energy. I'm thinking about modifying things so that there are more patrolling people who follow a set path. Add a little ordered chaos. The symmetry probably isn't helping; it might make sense to place a loading bay where the upper-left office is, and fill it with snazzy items for the player to steal.

F2 is currently playable, just not decorated. The player will most likely have to go across it a minimum of three times during the course of the game, so it needs to be peeeeerfect, and probably easier than the other floors. I'm not happy with the wide-open space in the middle-it seems to kill all the action. Making it wavy or staggering the shops more might help.
Reality 27 Aug, 2014 @ 4:01pm 
ctually for the first floor, what I think would be really interesting is something like a 45 defree laser, but instead of being in the corner it could be centered in the two hallways, and to avoid going around it , two guards could be in the actual corner. It would be an obstacle that is focused on the cubicle locks rather than moving from the bottom part of the level to the upper part.