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128% 2h 35m 54s
Good map
(If they do have any interactive items in them, then they shouldn't affect your score in any way. There are also similar-looking cabinets with just some unlocked doors that might have actual stuff in them though.)
I believe some levers simply existed to turn on the lights, such as one to turn on the lights for the downwards descending tunnel to/from the map's spawn point.
Hm, the elevator shouldn't eat PID's though, weird. Perhaps it doesn't like physics with small objects as it moves...? I'd recommend putting PID's into empty buckets or bins (good way to collect em), which one can then use to shower the punch-out machine with PID's.
The boxes are locked, but with an key they can be unlocked. There's an locked cabinet with keys in the lava room, by "hacking" the door, you gain acces to the keys. Any key will work on any locked box, so you can risk losing a few accidently.
And i believe there's multiple barrel/crate stacking zones you can use? I know there's a lot but hey, it's optional! (And what else was i gonna use to fill up the map?) :P
A few comments:
-there were some levers that I switched on but I have no clue what they did? There was a sound as if something was unlocking in the background.
-had a few PID's disappear into the floor of the elevator?
-there were some boxes that I couldn't open. I tried clicking on them, no luck. Went into ghost mode to see why it was setting my sniffer off, and found bullet casings, TNT, ect.
Thanks for this superb map CarThief!
Yo CarThief, this is a bit late but we did this map of yours last week. O:
Some of the tricks to that would be pressing the 1 button like 4 times until you've filled up all the digits and then it resets to being empty again, so for example you press 1 four times, the third time you press it the screen flashes green clicks, that means the code is "? ? 1 ?", then you try 2, 3, 4 etc, each four times and see if it clicks, lets say the second number was 4, so by then it's "? 4 3 ?".
Alternatively, you can press 1, if it doesnt click and flash green, press the back button, then press 2, press back if it didnt click, 3, etc, and repeat until you get a click/screen flash, then do the same thing to the next number.
If all that made any sense, anyway. Else i'd say look up a code-cracking guide, there's bound to be a good one out there.
Or could be that the game really, really hates it when you leave bins/buckets on unequal grounds... Putting them on flat areas like the walkways might migate the problem somewhat. Don't think i can do anything to fix this issue, though.
This level is amazing, big and full of unique detail and functionality. It felt lived in and well thought out.
And i guess you may know stacking is optional, so yeah, you can just ignore that entirely and still get 100%, same thing with filling in reports. I don't even have the energy anymore these days to stack stuff, i've been doing this for way too long... :P
I didn't know the floor crates were meant to open until near the end when I detected the casings inside one. Before that I just figured they were static- you use those same hatches for decoration all over the place, so I didn't give it much thought. The panel for the key box I found early on and thought "huh, must be a note or something somewhere" and just sort of forgot about it until I was close to finished. Even when I got it open I didn't know what the keys were for until the aforementioned sniffer detection- wasn't until I took a close look that I realized they had some sort of keyhole.
As an amusing side note when it came time for the crate stacking I looked around the level, saw the huge number of crates and barrels that needed to be transported, and just said "fuck it" and clocked out... and still got employee of the month somehow. XD
Keybox code is randomized, though, but i could always consider making it static and giving a hint. Figured keys + locked chests with locks would be enough of a hint for any experienced Janitor (and people love to explore such mechanics and options). Not sure if i can fix the elevator on load thing though... And you should be able to get to the top shelfs with some creative crate stacking and jumping (worked for me, anyway), or squeeze in the J-HARM.
But i'm glad people seem to be quite enjoying it so far. It was quite fun to make too. But now i'm kinda out of inspiration, though. Might take a while for another... :P
I think the level needs something to reveal the code to the keybox, and to mention that the keys are used to open those floor boxes- that part wasn't readily apparent.
I did note a few issues- first, if you save the game while you have stuff loaded on the raised elevator, when you load it all immediately gets launched everywhere. Second, in the side room near the waterway, with the three shelf units, there's a wad of paper on the top shelf that you can't reach. There's nothing to jump on to get up there, and you can't really fit any boxes or anything back there.
Other than that, another great level. Keep up the good work. 8/10
Or maybe right click Viscera in Steam and go to properties, and among local files check the cache integrity or whatever it was called. That checks all game files and re-downloads any broken/missing files. Maybe that would fix the problem, i doubt i can think of a fix if even those methods fail.
If truly all else fails, maybe go to the Viscera Steam forums and give the developers a bug report (and a log/logs of the crash, those should be findable where the game has been installed), and they might be able to figure out what's the problem and fix it.
Only problem i had with the map was when i entered the map after saving once, i had alot of stuff on the elevator and I hadnt taken it down to the bottom yet, and when i joined all the stuff on it got stuck in the doors and everything was pushed all over. What I think happend was that the doors closed and when i joined they opened again because stuff was stuck in the doors.
Well I guess is then just me having problem with network saturation ; )
And i'm guessing with the lockers you probably mean things don't get stuck in them anymore (like those clipboards). :P
Guess i'll see if i can be bothered to change the fog to something more orange-ish, possibily, but i'm in no rush about it (too bad you can't have two local spherical fog actors with different colors, yet different intensities are fine, aparrantly). No idea what i managed to improve regarding dimensions/proportions of things, but i guess that's a good thing regardless.
But frankly, i'm not sure if i can even fix that (though i could always consider deleting a few splats and items at some point), and Storage Station doesn't seem as... filled with interactables to give a legitimate network error, maybe it's just you? (I've seen people play it without the message popping up, maybe an internet thing.)
Hm, Evil Science or The Sewer Job are probably good examples of how much interactables a map can get away with before the network warning starts showing up at map load.
you are one of them!
You managed to fix issues with clearing locker spaces.
Design is well thought out and things look well in place.
You also seem to resolve issues with dimesions/proportion
which is fantastic.
Few issues:
I got that nasty network saturation - looks like there is too much
blood similar to your previous map.It appeared that because of
that I wasn't even leaving footprings after stepping in blood.
Might need somone to reproduce this.
Lava room entry corridor fog looks way to red - should be more orange as
in lava room itself
Way too many picks.What is this pick exbit?Joking around.
Hm, you don't use the keys on the monitors (those boxes won't open anyway), you use them to unlock a good old fashioned lock instead, check for chests with hatches, there's big locks on the side of them, they're kinda like treasure chests given what's in them.
Wonderful map, by the way!
If anyone has had any weird issues it's probably because of not having House Of Horror (DLC), well, besides the rocks, anyway. Sorry for that.
http://imgur.com/a/TLigB
Its a great level aside from all these things.
The keys are in the wall locker at the lava, which needs a code (which is randomized) to open, there's 3 of em in there, so if you lose one there's more. They are small objects, though, they can phase out of existance if something crushes them. That could also make them hard to spot, try grabbing into the wall locker, if you can't see any of them, hope that works.
rocks are cursed lol:)
for multiplayer just disable footprints in the new options settings then cant walk footprints everywhere:)