The Escapists 2

The Escapists 2

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lincore 1 28 Feb, 2019 @ 6:44am
Looking for playtesters
Hi, I made a map and I am looking for playtesters. If anyone would like to give it a shot (or two), please let me know what you think.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1668948172

The prison is located on a peninsula, which makes a perimeter break only possible on the southern border. Alternative escape routes also exist. It's a decently detailed and realistic-ish looking prison, I think. One flaw I am aware of is that the cells are not equal in terms of 'opportunity'. Depending on the cell player's start in, the difficulty changes slightly as some escape paths become more or less feasible. This may actually be a good thing as it helps with replayability.


I'm especially interested in feedback regarding
  • Did you have fun? What was frustrating?
  • Are the different exits equally difficult to get to?
  • Any major security flaws?
  • Should the perimeter exit be more difficult?
  • Is the grind tolerable?
  • Is hard an ok difficulty or should I change it to medium?
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Showing 1-1 of 1 comments
MekaDovah 15 28 Feb, 2019 @ 1:27pm 
Hey. Saw this thread and gave your map a try. Apologies for the massive amounts of text, but I imagine you would prefer detailed feedback.

Fun

I had a lot of fun actually. The map was not only beautifully crafted and detailed (not the most important, but always a plus), but the layout was compact enough to keep the action tight and focused. I didn't waste time wandering all over the place getting lost in a maze or traversing huge empty rooms.

I did feel the layout was a bit hapazard looking, but it made up for it by being tightly focused. I am not certain if that can be adjusted without completely redoing the map though.

I like a map that gets me to think a bit without being maddeningly frustrating. That the difficulty is spread evenly between figuring out the best method of escape and then executing it (vs figuring it out with ease, but slowed by a massive grind).

Escape Difficulty

I only did one escape: the cars in the parking lot. Took 4 days to do. Might have achieved it faster, but was waiting on some more loot. I searched around for weak points and vulnerabilities and was impressed at how you managed to close much of it off without making the map look too cluttered or too obvious that's what you were doing.

While I was hammering through the front gate walls, it was a smidge nerve wracking to see so many spotlights hovering in the area, though I don't believe you can control that directly.

Security Flaws

I did find it a smidge easy to loot other inmate desks. Patrols are tight, but it's easy enough to toss up blankets to blind them. I wasn't able to get to many "bonus" desks, but I didn't need to.

I particularly like the morning shower before roll call, giving me an opportunity to purchase contraband from prisoners without worrying about the sensor. Adds another layer of planning to the whole thing. I would strongly recommend leaving this aspect in.

Perimeter Exit Difficulty

There did seem to be one more barrier between me and the perimeter exit and I had a bunch of uses left on my pickaxe, plus two shovels. Although I didn't go for it (cause I found the cars while trying to avoid the search lights) it did seem rather probable I could have dug a short tunnel to get under the final barrier.

I feel the main gate is fine as it is. If anything, you may wish to relocate the cars, seal them off, or get rid of them. Otherwise there's no reason to go the extra risk when the cars are right there.

The Grind

The grind was actually pretty good. Sufficient desks for searching that the RNG wasn't too horrible. The compact layout makes getting around easier, taking the tedium out of following the regime without compromising security. The number of prisoners made it fairly doable to do favors for cash instead of having to grind up multiple stats to get the metalworks job.

Basically, I could stay on task on what I wanted to do while never really feeling bored waiting for the next period or tired from having to do a lot of busy work or long distance running or digging a massive tunnel.

Difficulty Setting

Hard I think is perfect for it as it currently is. It doesn't take long to bribe most of the other prisoners into not attacking you and the extra ten points in my stats isn't tiresome to go for.

Overall I enjoyed it. I think visually the rooms could have used more rigid arrangement to appear less randomly distributed, but gameplay wise it was pretty fun and decently challenging. Well done!

Note: since I did not attempt the other escape method and didn't explore the upper areas of the map too thoroughly, I cannot say if there are any issues in those areas beyond that it didn't seem like a very appealing escape to go for at the time.
Last edited by MekaDovah; 28 Feb, 2019 @ 1:31pm
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