Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
getting the door open was a bit of a pain, so here's the solution:
X is pushed in, O is pulled out towards you.
O X O
X O X
X X O
It's likely found in the brown rusty "storage" area. If you still can't find it, the pattern should be: Pressing the fuses in, in the shape of an Arrow facing down-right . Atleast, I think it was that, it's been a long while.
Think the code might've been it looking like either the pulled-up or pushed-in fuses looking like an arrow pointing bottom-left, or something like that anyway, hm... Best to find that PDA i guess, as there's no "tell" if you've set a fuse in the correct state.
The map has custom objects which is really good.Its well optimized in terms of FPS even though its enermous.I would love to have some story in such a long map but there was no story,sadly.The map lacks some music fx as well which would make it more interesting.
Overall not much to say about this map. I do recommend others who have patience and time to dedicate to try this map.No bugs whatsoever.
That or you didn't fully install the level, maybe? Kinda works like this for Viscera: 1> subscribe to map(s), 2> load up game, wait around until maps are done installing (hover over the blue workshop icon to see it's status), 3> restart game, wait a brief moment, maps are ready to play.
Make sure the DLC is fully installed as well, as it needs resources from it or it won't work. Otherwise, maybe make a topic on the forums, there's people there who know how to fix those issues.
One way I can think of to fix this for everyone is to have the code written in blood or something in the room that's on the other side of the door, so you can peek in through the door's window and see it. That way you can't possibly destroy the code until you've already used it. If the code wasn't written in the comments, I would have had to restart the whole level. That's my only major gripe about this level.
This level takes the approach of having one large and open hallway with mostly small and cramped rooms branching off. There was only one "large" room, and when I first saw the large room, I wasn't overwhelmed looking at the mess in there (which can be tough balancing room size and messes when designing large rooms).
The bucket and bin dispenser as well as the incinerator are all placed right next to eachother in the middle of the map, so you don't have to take repeated 5-minute hikes just to grab a bucket or incinerate something. The sense of progress in this level is also very easy to measure, since the level is very linear with no looping paths and nothing that was extremely out of the way of the incinerator.
Pretty sure it's standard procedure for all (human) bodies to have PIDs, though. Maybe that they forgot to give some bodies PIDs in one of the older Viscera levels? I write down and keep track of who died in what way via the Janitor's personal notepad (slot 5), if i can still be bothered about it these days, anyway... :P (It kinda burns you out after so many levels.)
But good to know the level was enjoyable.
1) You hade a lot of blank tablets laying about that could have been used to tell more notes pertaining to what happened to each other the crew that would have given not only more scenrio depth, but also more information to fill out when logging in the W.T.F. forms.
2) SO MANY P.I.D's....in the normal VCD levels, not every corpse had a P.I.D. on them, and when it came to getting them to log them in, it personally felt more like a task logging all of them in especially with little information in regards to the person they belonged too.
But that can be argued as nitpicking nd overall this was a thumbs up level for me.
There is a PDA with text for the fuse box puzzle, though.
The other giant 5-hour level i made also has those colored PDAs but that level's old and i kinda did that improperly back then, so they won't import correctly to the office, these ones work fine, though.
Will Be Kissed Tomorrow:
LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLlLLLLLLLLLLLLLLLLLLLLL LLLLL
*Now Look For The Q And Your Wish
Will Come True:
... ... ... ... ... OOOOOOOOOOOOOOOOOOOQOOOOOOOOOOOOOOOOOOOOOOOOO O.. .OOOOOOOO
*This Is Really Hard, Now Find The 'N':
MMMMMMMMMMMMMMMMMMMMMMMMMNMM
*Now Find The Mistake:
ABCDEFGHIJKLNMOPQRSTUVWQYZ
*Something You Really Want, After the
countdown!!!!!
10 9 8 7 6 5 4 3 2 1 Now Close Your
Eyes And Make A Wish! ;*;*;*;*;*;* Now
Paste This On 9 pages And Your Wish
Will Come True! Hurry, You Have 20
minutes! Or What You Wished For Will
Be The Opposite
* - *
- * -
- - *
* = pull out
- = push in
My German's so poor i might as well not know the language, so i wouldn't know what you want with the PDA's, but i wouldn't know how to localize them in the user's language nor do i know German, so... Unless you're just having trouble understanding the hints.
Hope the drawing didn't get mangled in the comment-creating process...
PS - Some errors but this map is really cool.
But for now i suppose i'll leave it be, atleast the map's still playable, even without filling in reports. Just gotta hope that's one of those one-time freak accidents games sometimes do.
If the issue becomes more common i could always try and fill in some names manually.
I did have missing names for the PID's I found, 15 came up as blank so I couldn't enter data for them on the report. I have a screen of this if necessary.
Hm, maybe to try and whip up some sort of ASCII art thing depicting which ones to pull out, or something.
I can't however for the life of me get the security station puzzle to work though. I retrieved the PDA with the hints on it and I've tried every possible combination to push in the last remaining two while running back and forth to check the door. I even ran all the combinations methodically twice in case I messed up the first time.
Would it be possible to add the solution to the puzzle somewhere? It's really frustrating to have spent 2,5 hours on a map this good only to get stumped near the end for what looks like no good apparent reason.
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS SPOOKY BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
░░░░░░▐▌▀▄▀▄▀▐▄░░
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░
░░░░░▐▌░░░░░