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There were a few glitches I encountered while playing, however:
- As I was solving one of the complicated puzzles on the 2nd floor (the rotatable table), the aimbot's laser disappeared inside the 2nd floor building where it was sitting, but was seen going through the windows outside of it.
- Copies of outlines of the hatches, panels, door, & camera) could be seen outside the borders of the map that I was playing on.
Other than that, I think this was a pretty good map to play through (albeit a bit ambitious at one point ^^;). Nice work!
I think the bug you encountered can happen if the deck output maxes out. When that happens you can use the deck command "clear" to reset it so it can keep printing text. In a later workshop level I made I actually ended up putting this on the tab notes just because you were very likely to hit the limit haha
After resetting the mod several times and grabbing a pen and paper, I was able to acquire all the getpos locations for the aimbot on the second floor. I did enjoy the long strings of code required to get the aimbot and telnet systems to coordinate for the panels and switches.
I noticed a lot of people in the comments that mentioned something about shooting a wheel; but I'm not sure I understand what they're talking about. The level was challenging, but the puzzle wasn't crazy to solve. Most of the challenge was brought on by the faulty deck.
Overall, great work with this mod!
screw that! i'm not starting over agaaaaaain. rushed into the last room, did all the coding while hiding under the counter. hid under the table while the contracts were being scanned. threw a chair at the window to distract the turret, and finally burst through the window back to the courtyard to extraction point.
final time 51 minutes, plus 100 penalty minutes for tripping 10 alarms (not my fault; the turrets broke the windows), for a total in-game score time of just over two and a half hours
but hey-- a win's a win.
There was probably a reason the main game didn't have any levels like this.