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Yeah, i restarted the level. It's okay.
Maybe you can clear the garbage chute with some luck, it's "anti gravity net" was designed to clear some lag (only moving physics object incur lag)?
(My game lagged beyond the point of no return before i found the elevator's control panel covered in blood. I was so naive, thinking the rubbish chute was a portal straight to a giant incinerator.)
I'd imagine if it's just "Crates", then any generic crates fit in there just fine, though (med-waste crates and such might not count). There might be Bio/Med-waste and Cryo canister stacking areas in the map though, if I remember right, but not sure.
I guess it's personal preference, but I don't mind them coming apart. Makes them easy to tetris-stack into bins for disposal.
Also try to click on the Workshop icon to see the status of all maps, if it's not "Installed/Ready" or "Unknown" (AKA not (or no longer) on the Workshop), then it's being processed, and if it processes endlessly, maybe unsubscribe from that map and resubscribe and see if it properly loads then (maybe some files went missing or broke?).
Otherwise, best bet is to ask around on the Viscera forums.
Must admit when i saw somebody else comment it took them 5 people to do the same time I got a bit of an ego boost. I'm sure the higher ups wont replace ME with robots. :D
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I haven't played the level, so don't know which doors they go to. The longest one is the one with the clue on the note, though.
1) Press a number, and see if the screen makes a "click" sound and flashes green.
2) Remember where that number was when it occured.
3) By using #1 and #2, insert a number, if it "clicks", proceed, if it doesn't, go back by one number and try another one, and work your way through the code.
(Or just press 1111 for example, and if it clicks on slot #1 and slot #4, you know it starts and ends with a 1, if it was a 4-digit code.)
(Also, if the code is long, periodically write it down, because once you fully type in the code it auto-clears fully, which is a pain for super long codes. Some doors like the Office's are random with no hint, so you must do this to unlock them anyway.)
Six hours later and we just saved and quit for the night because we found "hey, there's another room.." which still has a bunch of body parts and trash lying around.
So far, the only issue I can think of is that the lack of barrel stacking zone confused us. Thankfully, one of us checked the comments here and saw that both the barrels and non-medical crates didn't need to be stacked at all.
Maybe there could have been a big section in the basement that had an area for barrels and another for non-medical crates. Not needing to stack either, but still having them strewn all around a big research facility, feels a little weird.
To be fair though, it's a LOT of crates/barrels that would've needed stacking. But maybe to one day add stacking zones for those too? Hm...
Guess i forgot about giving him one (the map was made before PIDs where a thing, and they where added retroactively). Well, if i ever get less, um, lazy... I could always make a list and sort out that problem, among others.
It may be a trivial question and unimportant in the scheme of things, but if you know you placed one there, I'll look again. I did look carefully before I touched the body, knowing how they explode into pieces and the PID would fly along with them. Thanks for humoring me!
Again... this is an awesome map! Great work!
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The map's pretty old, and was kind of built with the idea of intentional inconveniences here and there, so that explains the disposal method, broken door, etc. Admittedly the stacking zones could be bigger, but I've also been well, lazy, admittedly. But the zones are happy if their quota is met, don't think you get extra points beyond that.
If you take the elevator down to the sewer level you'll see for yourself. A bit inconvenient, i know, but at the time that was the intent of the map.