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[RELEASE] EDuke32 Addon Compilation  "Version 3.13 released on December 6, 2016!"

#1351

View PostDoom64hunter, on 30 August 2021 - 05:49 AM, said:

It appears that there are two identical copies of this area in the map, with two yellow key forcefields. You are probably in a part of the map you were not supposed to get into:

Attachment capt0007.png

You are in the upper section, the part where you are supposed to use the yellow keycard is in the lower section. Is there another exit from the upper area? I don't have time to replay the map myself currently.

@NightFright

The following maps in Oblivion TC currently cannot be completed because of this bug: https://voidpoint.io...32/-/issues/105
  • oblvn211.map (secret level)
  • oblvn406.map
  • oblvn408.map
  • oblvn502.map
  • oblvn503.map




If I recall correctly, from my last "serious playthrough", the reason why there is a copy of the same area with the Yellow Keycard slot is because of a secret. Somewhere in the map (where there are multiple BattleLords with pillars), there is a Blue Keycard slot labeled "?". IF you managed to find the key (I didn't) and used it there, it will activate a secret + invisible teleporter in the Yellow Keycard slot's area.

The teleporter is located on the opposite side of the lava river, on the edge, a bit higher. It allows you to reach a strange temple, the purpose of which is unknown to me :/ It is the multicolor corridor we can see in your screen shot, with the big square area just above with floating platforms.

This post has been edited by TheDragonLiner: 30 August 2021 - 08:37 AM

0

User is online   NightFright 

  • The Truth is in here

#1352

View PostGingis Khan, on 30 August 2021 - 06:24 AM, said:

I [...] remember playing HellDuke TC [...]. Is there any chance [...] [for it] to be included and fixed in next upcoming version of EDuke32 Addon Compilation? [...]

At this point, I am not willing to add any complex addons any more that require lots of work to adjust, sorry. We want to get this finished at some point, actually, and you see how many issues are unsolved already.

This post has been edited by NightFright: 30 August 2021 - 08:47 AM

0

User is offline   ETPC 

#1353

View PostTheDragonLiner, on 30 August 2021 - 07:02 AM, said:

If I recall correctly, from my last "serious playthrough", the reason why there is a copy of the same area with the Yellow Keycard slot is because of a secret. Somewhere in the map (where there are multiple BattleLords with pillars), there is a Blue Keycard slot labeled "?". IF you managed to find the key (I didn't) and used it there, it will activate a secret + invisible teleporter in the Yellow Keycard slot's area.

The teleporter is located on the opposite side of the lava river, on the edge, a bit higher. It allows you to reach a strange temple, the purpose of which is unknown to me :/ It is the multicolor corridor we can see in your screen shot, with the big square area just above with floating platforms.


oh goddamnit
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#1354

View PostNightFright, on 30 August 2021 - 08:39 AM, said:

At this point, I am not willing to add any complex addons any more that require lots of work to adjust, sorry. We want to get this finished at some point, actually, and you see how many issues are unsolved already.


Ah okay, i was just asking. Keep up good work guys. Looking forward for next version of Addon Compilation when it's done. :)
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User is offline   ETPC 

#1355

ok so i got past back to earth after what feels like a year, and i made my way through rainforest fires and now im in a cube level. is this the secret level? what's the trick other then "it's like the movie cube"?

edit: lol didn't see doom64hunter's video! thank you!

This post has been edited by ETPC: 30 August 2021 - 05:03 PM

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User is offline   ETPC 

#1356

apologies for double post but now im hopelessly stuck in alien sanctuary. and of course, zaxtor didn't do a video for this level. any tips? i've unlocked the three doors in the central area but now it's asking me for keys and i have no idea how to get them.

edit: nevermind! figured out how the bubbles worked and finished the level

This post has been edited by ETPC: 31 August 2021 - 12:46 PM

0

User is online   NightFright 

  • The Truth is in here

#1357

I almost forgot this and I hope it's not too late to ask for it:
While your memory is still fresh, maybe you could note down the spots in these Oblivion maps where you had problems to continue and how you managed to move on? This would be good as an addition for the walkthrough. I don't want to ask for a full guide revealing each and every step how to beat each level, but I am sure some signature moments stick out. Getting through those would surely be a great help for anybody who should ever take on the behemoth task of dealing with Zaxtor's undoubtedly cryptic level design.
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User is offline   ETPC 

#1358

whereabouts is the red key in E4L4 (rainforest fires)? i have all the other keys but i have no idea where the red one is. i wish i knew how to use mapster32 to look.
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#1359

View PostETPC, on 01 September 2021 - 01:30 PM, said:

whereabouts is the red key in E4L4 (rainforest fires)? i have all the other keys but i have no idea where the red one is. i wish i knew how to use mapster32 to look.

Behind the start:
Attached Image: capt0008.png
1

#1360

Before the question is asked, When you reach the end of that level, a Fossa will block you from using the boat with the Nuke Button.

What you have to do is backtrack to the door where you used all the KeyCards and look closely at the ground. You will spot a series of small red dots. They will lead you leftwards from the door and will lead you to a boss. THEN you can go back to the end and finish the level.


BTW, something for the "Hint" sections. it is something that will apply to the Cube level in Ep5, and the "??????" secret level in Episode 3 >>> How do you tell the difference between Normal KeyCards and Invalid KeyCards ?

Attached Image: duke0004.png



This hint is HIGHLY IMPORTANT in the Ep3 Secret level, as there is a portion where you must gather lots of Red KeyCards, and if you pick wrong doors, your progression can be F-ed. Before you open ANY door, make sure you look into the windows of the rooms and use this hint in order to tell if you can afford to use your PRECIOUS cards, and avoid unfortunate wastes.

This post has been edited by TheDragonLiner: 01 September 2021 - 11:28 PM

1

User is online   NightFright 

  • The Truth is in here

#1361

Sweet geez. Zaxtor surely did his best to make this as hard and complicated as possible.
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#1362

View PostNightFright, on 01 September 2021 - 11:48 PM, said:

Sweet geez. Zaxtor surely did his best to make this as hard and complicated as possible.


Yeah, in the Secret level of Ep3, if I recall correctly, there are some doors that actually require a Red KeyCard to open, while these are what you need in order to open the next portion of the level. And I remember a situation where I had used one, in order to obtain .... 2 INVALID ones, and I thus found myself in a situation where it was impossible to get any NORMAL Red Keycard. I was F-ed X_X


BTW, do you want me to tell and explain the location of ALL Secret Levels ?

I am ready to help fill up that "Hints" section as much as possible ^^
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User is online   NightFright 

  • The Truth is in here

#1363

How to access secret levels and how to get through certain situations in any map where it's not clear how to proceed, I would say. Hopefully, that doesn't mean to write a full walkthrough...

Considering that not many dare to play Oblivion, mostly due to its complexity and the lack of guides, some hints would not only make sense, but might actually even be required.

This post has been edited by NightFright: 02 September 2021 - 12:38 AM

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#1364

Okay then, HERE GOES !!

However, since I am a person who played the mod many times, I'm afraid I don't have the recoil it requires to tell what portions needs hints >_> Stuff have become clear to me for so long that I may overestimate people's attention ^^


EP1 Secret Levels.


_Area51 > You will find the entrance to this level in "Dry Forest". In the starting area, climb and go to the left up until the wall. Inspect the trees near the wall. One of them has a cleverly hidden switch to shoot. It will open a nearby large tree in which you'll find the gateway to this special Ep5 level.

What is the point ? Well, in the laboratory of this level (which is accessible only in this version) you will find the Enhancement Chip for the 0th weapon. Also you may exit this level with more than what you had before.


_Mystic Valley > You will find the entrance to this level in "The RainForest". As you are looking for KeyCards in this level, you will eventually come across a pond of water with a tall pillar on top of which lies a KeyCard. Behind this, you can see a VERY OBVIOUS Gong. Just use your 5th or 8th weapon in order to destroy it. Avoid the LandMines behind it and find the Nuke Button.

What is the point ? Well, in this level is a relatively easy secret in which you will find the 7th weapon (Muddlelizer). Later in the episode is a level called "Sea Temple" in which there is a secret which can only be accessed with the 7th weapon. Also, you can find a code to use in order to reach a secret in the next level.
The password is
Spoiler

BTW, NightFright, I suggest you write down the special use of this weapon, since it's never explained clearly.


EP2 Secret Level.

_Alien BioDiversity > You will find the entrance to this level at the end of "DoomsDay Battle". You need a code. The hint to this code is located in a secret in "Asteroid Base 1". Here >> Attached Image: duke0002.png
The password is
Spoiler
. In "DoomsDay Battle", you will see the secret level's button through a window. You'll find tons of switches in front of its door. Know how to count, Know your Alphabet, and use yer Brain !


What is the point ? Well, you can find the 7th weapon if you haven't already. BUT you will also find a secret in which you can obtain the Chaingun Infinite Ammo Enhancement Chip, and it is as awesome as it sounds !!. Go to this place >> Attached Image: duke0008.png It is a Fake Wall. Use the teleporter in that room, then use your Night Vision Goggles and handle yourself.


EP3 Secret Levels.

_The Lost World > You will find the entrance to this level near the end of the first level "The New Beginning". At the end, you use a Blue KeyCard in order to raise sand and reach the end of the level. Instead, circle around the top of the room against the walls. You will find a lone PipeBomb. Come back to the previous room when you had used a KeyCard. You'll see a Golden Skull near the ceiling. Throw this PipeBomb at the ground under it. A tile will be broken. Follow the path until the end.

What is the point ? Well, you will access brand new areas in this version of the second level. There also 2 ways you can finish the level, no clue if makes any difference though. You can end up with more than what you would have had otherwize, the 7th weapon can be found in a secret as well. AND there is that special hint you can obtain which I asked about earlier, the MEMORIZE IT !! one, but I have no clue as to what it means >_>


_????? > You will find the entrance to this level in "Temple of Illusions 3". It is located in the big Forest section. You must use all your platforming skills in order to find the 3 KeyCards. You will use them here >> Attached Image: duke0004.png Just follow the path and you'll find it.

What is the point ? Well, first you will skip 75% of the normal level, including that pesky Pyramid and some other potentially problematic sections. Then, IF you manage to play the level all the way through, you will exit the level with AAAAAALLLLLLL weapons, ammo, armor AND Inventory items. Depending on how well you've been doing in the normal levels, you will ALWAYS have more than you had before. I am especially talking about the JetPack which can normally be obtained this way only.


EP4 Secret Levels.


_Ep 5 Entrance >> You will find the entrance to this level in "RainForest Fires". Somewhere in the level, near the sea, you will find a unique Cube Item. Just pick it up and go to the door where you're supposed to use all 3 KeyCards.

What is the point ? Well, if you can manage to beat the 3rd level without failing. You will face a boss called Kinthron in the penultimate level. Upon defeat you will receive both the 0th weapon's Enhancement Chips and that for the 5th AND 8th ones. Basically, permanent power upgrade for your 3 most powerful weapons !

_Wrecked Ship >> You will find the entrance to this level in "RainForest Fires 2". In this level, you will eventually go through the locations of Ep1's secret level "Mystic Valley". Follow this path >> Attached Image: duke0006.png
Destroy and obvious Cracked Wall, platform your way onwards and there you go !

What is the point ? Well, somewhere in the level, you will find a unique Health Amulet, which will make it so that your health restores itself slowly up to the normal 255 threshold.

This post has been edited by TheDragonLiner: 02 September 2021 - 02:04 AM

4

#1365

Sorry double post ...

I am currently gathering my memory in order to list a bunch of level progression hints. Meanwhile, I encourage people to ask questions, it sure will help me find out hints to list ^^
1

User is offline   Ninety-Six 

#1366

Is there any way for that to be pinned or immortalized in some fashion? I tried Oblivion once and got to the first secret level before I had enough.
0

User is online   Aleks 

#1367

View PostNinety-Six, on 02 September 2021 - 03:45 AM, said:

Is there any way for that to be pinned or immortalized in some fashion? I tried Oblivion once and got to the first secret level before I had enough.

If NightFright agrees, I would suggest for some moderator to move the part of discussion concerning Oblivion from this topic into a new, separate one, dedicated for its walkthroughs. This is of course part of addon compilation, which I'm sure will benefit from the walkthrough/hints, but then probably keeping it all in its own topic rather than random pages in a 46 page thread would be easier to find for anyone.
0

User is offline   Ax 34noff 

#1368

View PostNinety-Six, on 02 September 2021 - 03:45 AM, said:

Is there any way for that to be pinned or immortalized in some fashion? I tried Oblivion once and got to the first secret level before I had enough.

Addon compilation contains "readme" folder with hints, i believe NightFright will add something about Oblivion there.
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#1369

View PostAx 34noff, on 02 September 2021 - 05:31 AM, said:

Addon compilation contains "readme" folder with hints, i believe NightFright will add something about Oblivion there.


This is precisely what we are trying to do right now.

And what I am trying to help with.


BTW, in the end, I've started a playthrough of Oblivion, because my memory isn't going to work for the first 2 episodes, so I'm just going to play the game for the billionth time and write down any Level-Progression things I can think of that may be unclear.

I will post them here as I complete the episodes. And NightFright will tell the difference between the unnecessary hints and the valuable ones. And notify loose ends >_>


ALSO, I know ahead of time, that I will not have the patience to go through that pyramid from "Temple of Illusions 3" in order to establish an optimal path. Doom64Hunter (or anyone else), if you're still in service, I have a mission for you here !!

This post has been edited by TheDragonLiner: 02 September 2021 - 09:12 AM

1

#1370

View PostTheDragonLiner, on 02 September 2021 - 05:56 AM, said:

ALSO, I know ahead of time, that I will not have the patience to go through that pyramid from "Temple of Illusions 3" in order to establish an optimal path. Doom64Hunter (or anyone else), if you're still in service, I have a mission for you here !!

Right now I should really focus on more important things, but I might get to it eventually. Just note down if you find any more weirdly convoluted mazes, and I'll take a look at it down the line, it's been a while since I last played through the TC in full.

And then there's also Trequonia, but that isn't part of the Addons Compilation, at least right now.

This post has been edited by Doom64hunter: 02 September 2021 - 10:42 AM

1

User is online   NightFright 

  • The Truth is in here

#1371

Trequonia is even worse than Oblivion AFAIK. A nightmare. If you like encounters with troopers that can take 40 shotgun hits before going down, excessive platforming and 20 huge maps with cryptic design and dickish enemy placement - knock yourself out, but do it on your own, please. You just have to be a true sadist to enjoy this thing.
Besides that, it's also a behemoth regarding filesize and would bloat the compilation significantly. And to justify that, it would have to be a really, really good addon which many, many people would want to play. Trequonia isn't that kind of mod, believe it. Already have to fight against my stomach switching to reverse digestion mode when just thinking about adding this.

This post has been edited by NightFright: 02 September 2021 - 02:19 PM

1

User is offline   ETPC 

#1372

i would like to say that the constant fullscreen flashing in oblivion (seriously what the fuck) means that it likely wouldn't be a bad idea to put in a warning for image sensitivity. i'm not image sensitive at all and i frequently had to look away with those fuckin weird amiga ball attacks enemies sometimes do.
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#1373

NightFright. But ... but .... I like Trequonia T_T Personally, I find that Trequonia is actually more fair in level design compared to Oblivion. It's more complex sure, but it's not completely obscure and there are more hints for level progression. I don't know if enemy placement is dickish BUT they sure are problematic sometimes >_>
Personally the one thing that makes me shiver whenever I think about it is the CPU Troopers and the Distroopers X_X The formers are a good bad idea, the latters are the ultimate worst and they appear as you have too little to deal with them X_X

Lastly, I do agree that Trequonia would be too problematic to include in the compilation, not only for file size but also because it's an HRP mod and as far as I can tell, there ain't no HRP mod in the compilation (for a reason *wink*) and it would thus kinda intrude IMO ...


ETPC. This is an interesting issue actually ! The Amiga Balls you're talking about. If you check out Zaxtor's videos of the mod, you will notice that the intended effect of the balls is to apply a weird color filter to your screen. Personally, I never experienced it the intended way. It's always that brutal white flash you're mentioning, and it is irritating indeed X_X The Jester boss in E5L4 is rendered much more difficult and eye-raping than intended because of that >_>

Look at this video >> Oblivion mod, The boss of E5L4 The Death Jester - YouTube
0

User is online   NightFright 

  • The Truth is in here

#1374

Regarding the Oblivion walkthrough: Since we are dealing with a mere text file, screenshots with a comment like "it's here" won't cut it, I'm afraid. You will have to describe the location, and if you can't, at least try to give an idea about when it's happening, e.g. "before you find the blue keycard" or "after the room with a Battlelord Sentry ambush" etc.

You can still keep the screenshots for an online guide, but I'll need a text only edition. It's harder but doable, just look at all the other walkthroughs in the text file as examples.

And yeah, Trequonia containing lots of HRP assets was another reason why I didn't want to add it. Thanks for reminding me about that one.

This post has been edited by NightFright: 02 September 2021 - 11:04 PM

2

#1375

View PostNightFright, on 02 September 2021 - 11:03 PM, said:

Regarding the Oblivion walkthrough: Since we are dealing with a mere text file, screenshots with a comment like "it's here" won't cut it, I'm afraid. You will have to describe the location, and if you can't, at least try to give an idea about when it's happening, e.g. "before you find the blue keycard" or "after the room with a Battlelord Sentry ambush" etc.

You can still keep the screenshots for an online guide, but I'll need a text only edition. It's harder but doable, just look at all the other walkthroughs in the text file as examples.

And yeah, Trequonia containing lots of HRP assets was another reason why I didn't want to add it. Thanks for reminding me about that one.


I hadn't thought about that T_T
Well, for Episode 1's secret levels, you already have everything nice and sweet right now right ?

For the other episodes, I'll try to include a full-text version inside my Hints List, whenever I will play them. Because right now, I can't explain anything in full text, wtihout having the game next to me ^^;
Right now, I am writting hints for the Episode 5 Secret when accessed by the "Dry Forest". And I already know, what I am going to write about the latter (the forest).


Lastly, I think it would be a good idea to write down a bunch of "General Hints" about the mod in order to avoid repetitions and make people more aware of what they're in for. I already have a bunch of ideas. It would also be the perfect moment to mention the very special way the 7th weapon works as well.
Just give me time and I will upload this whenever I'll be almost done with Ep1.
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#1376

View PostTheDragonLiner, on 02 September 2021 - 10:13 PM, said:

ETPC. This is an interesting issue actually ! The Amiga Balls you're talking about. If you check out Zaxtor's videos of the mod, you will notice that the intended effect of the balls is to apply a weird color filter to your screen. Personally, I never experienced it the intended way. It's always that brutal white flash you're mentioning, and it is irritating indeed X_X The Jester boss in E5L4 is rendered much more difficult and eye-raping than intended because of that >_>

Look at this video >> Oblivion mod, The boss of E5L4 The Death Jester - YouTube


Originally in DOS Duke3D, using palfrom with an intensity ranging between 64 and 127 (inclusive) caused the colors to become inverted. This never worked in OpenGL for eduke32, but evidently, based on his videos, Zaxtor never intended to blind the player.

This was changed somewhere between r1623 and r1637. Unfortunately, further bisecting is impossible due to game crashes.

By analyzing the changelog however, I suspect that this was altered in r1625 (commit bb45b28c201d498e153af3b28f448ff66458a917), namely because of the following modification to G_FadePalette:

Before:
-void G_FadePalette(int32_t r,int32_t g,int32_t b,int32_t e)
 {
-    int32_t tc;

-    setpalettefade(r,g,b,e&127);
-    if (getrendermode() >= 3) pus = pub = NUMPAGES; // JBF 20040110: redraw the status bar next time
-    if ((e&128) == 0)
     {
-        nextpage();
-        for (tc = totalclock; totalclock < tc + 4; handleevents(), Net_GetPackets());
     }
}



After:
+void G_FadePalette(int32_t r,int32_t g,int32_t b,int32_t e)
+{
+    setpalettefade(r,g,b,e&63);
+
+//    if (getrendermode() >= 3) pus = pub = NUMPAGES; // JBF 20040110: redraw the status bar next time
+    if ((e&128) == 0)
+    {
+        int32_t tc;
+        nextpage();
+        for (tc = totalclock; totalclock < tc + 4; handleevents(), Net_GetPackets());
     }
 }



Notice how the intensity is now bitwise-ANDed with 63 rather than 127. This means that the value passed on to `setpalettefade` was now restricted to 0-63 rather than 0-127. This aligns with the effect seen in game -- the color fades from white to transparent, back to white again as the value decreases.

The commit message states that this was supposed to be a simple cleanup commit, therefore I believe the difference in behavior is unintentional. In current revisions, any value specified above 63 results in the time the color is displayed being extended, thus blinding the player for 2 seconds each time this command is called.

Edit: https://voidpoint.io...32/-/issues/195

Unfortunately, I don't think it's likely that this behavior will be restored. Maybe if a miracle happens, and even then it would only apply to Classic mode.

This post has been edited by Doom64hunter: 03 September 2021 - 11:16 AM

1

User is offline   ETPC 

#1377

View PostTheDragonLiner, on 02 September 2021 - 01:53 AM, said:


_Wrecked Ship >> You will find the entrance to this level in "RainForest Fires 2". In this level, you will eventually go through the locations of Ep1's secret level "Mystic Valley". Follow this path >> Attachment duke0006.png
Destroy and obvious Cracked Wall, platform your way onwards and there you go !

What is the point ? Well, somewhere in the level, you will find a unique Health Amulet, which will make it so that your health restores itself slowly up to the normal 255 threshold.


for some reason, i can't blow up the cracked wall. is there something i'm missing? bug? i'm getting console errors again:


ST_16_PLATFORM_DOWN/ST_17_PLATFORM_UP: bad neighbor for sector 1883!
0

User is offline   ETPC 

#1378

apologies for double post, but im stuck in Wrecked Ship. i just flipped a switch and have no idea what it did. i ran through the entire level to see if it changed anything and could not see any differences. also the console is printing the error:

ST_16_PLATFORM_DOWN/ST_17_PLATFORM_UP: bad neighbor for sector 52!

any ideas?

Attached thumbnail(s)

  • Attached Image: duke0035.png

0

#1379

Doom64Hunter. Good to see =) ... too bad it doesn't look like Polymost can't handle it =(


ETPC. For the cracked wall, this is an issue I had already reported a few years ago. I was told that it worked normally, but quite clearly it doesn't >_> I have no dreaking idea as to what's happening with this wall.
For the Wrecked Ship, I'm afraid I don't remember. You'll have to waint until I arrive there ^^;

If I recall correctly, these switches that you show in your screenshot tend to be hard to activate. Make sure that every single one of them is really activated.
Otherwise, the only I can tell you is that, if you're really lost, it may be an idea to just go back to the beginning of the level, and re-explore everything from there, pretending you've just gotten started.



BTW, for the Hints List. I have reached "Military Station". Unfortunately, I couldn't figure out an optimal way to beat the Teleporter Puzzle. It's just too complex and my attempts to study it just made me circle back to where I started, even when starting from the end T_T
I think I will upload the first part of my list once I will be done with this level.
1

#1380

View PostETPC, on 03 September 2021 - 12:23 PM, said:

for some reason, i can't blow up the cracked wall. is there something i'm missing? bug? i'm getting console errors again:


ST_16_PLATFORM_DOWN/ST_17_PLATFORM_UP: bad neighbor for sector 1883!

Appears to be a clipping bug in eduke32 which predates the clipping changes of 2019. Started in r3898.

The problem is that the crack is inside of a tiny, miniscule sector that is close to the wall:

Attached Image: capt0009.png

If you edit the map to slightly increase the size of this sector, it will be destructible again. Changing this in the engine seems to be another difficult effort, it has something to do with the detection of whether a sprite is inside a sector, and this appears to be the ultimate edge case where existing behavior was changed.

Attached File  oblvn405_fixed.zip (270.66K)
Number of downloads: 26

That console error has nothing to do with your issue. It's just a result of Zaxtor seemingly hacking his maps together resulting in boundless map corruption.

View PostETPC, on 03 September 2021 - 04:44 PM, said:

apologies for double post, but im stuck in Wrecked Ship. i just flipped a switch and have no idea what it did. i ran through the entire level to see if it changed anything and could not see any differences. also the console is printing the error:

ST_16_PLATFORM_DOWN/ST_17_PLATFORM_UP: bad neighbor for sector 52!

any ideas?


There are multiple switches like this in the map, and from the looks of it they are connected to CON script stuff, so it's hard to trace what exactly they are doing. The exit can eventually be found by going outside the ship and entering a cave.

View PostTheDragonLiner, on 03 September 2021 - 10:21 PM, said:

BTW, for the Hints List. I have reached "Military Station". Unfortunately, I couldn't figure out an optimal way to beat the Teleporter Puzzle. It's just too complex and my attempts to study it just made me circle back to where I started, even when starting from the end T_T
I think I will upload the first part of my list once I will be done with this level.


The teleport puzzle isn't too hard to brute force through. There's 3 teleporters that lead you into an inescapable death pit, but there are otherwise no dead-ends, so saving frequently is recommended while going through it.

Since enemies can't shoot you between boxes, my strategy is to always take teleporters until you find enemies you haven't killed yet, then save and try out teleporters until you find additional enemies. All boxes can be reached, btw.

This post has been edited by Doom64hunter: 03 September 2021 - 10:52 PM

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