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 Post subject: Difficult sections/puzzles/encounters (no pleas for help)
PostPosted: Wed Oct 03, 2007 12:46 am 
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locworks: For all actual help requests, please go the Pestilence forum. This thread is a meta-discussion about the puzzles and other difficult encounters in the mod.

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Something I imagine would interest our benefactor. Where did you get stuck and why?

The point where you have to grenade the four ports took me a bit, because my first conclusion was to get them to all be "orange" at once. Only after that did I figure out the key was to grenade them twice.

Beyond that, the only other time I can recall being purposeless was the end; I spent a good five or ten minutes running around the island looking for a rocket launcher, pursued by what eventually became an honest horde of fast headcrab zombies. When I finally found it, I immediately attempted to fire it and shatter the associated crates in hope of getting my health above the single digits. A stray fast headcrab detonated the rocket at point blank rage. Reloading and beating the game was fairly easy after that, and I found myself wishing for another gunship or two to round things out.

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PostPosted: Wed Oct 03, 2007 1:22 am 
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The orb ports, yes, that caused me some trouble.

I spent a good ten minutes walking wondering how to get back up the broken glass lift - the large cargo lift in an open area. Only worked it out when I got the message from MINERVA about structural stability or something.

And of course the practically infamous 'pressure' puzzle about pipes. That took ages to figure out.

So, pretty much every puzzle. :P And of course I felt a complete twit once the solutions clicked. "Of course!"

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 Post subject:
PostPosted: Wed Oct 03, 2007 1:51 am 
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That one didn't cause me any real delay. I was trying to be as observant as possible, and the only evident features of that room were the upper floor and the piece falling down- a pretty clear clue. When I looked for supports, saw that only one was left and that it was sparking, that just cinched things.

I think that a problem for this mod is that the color scheme- cool as it is- can cause important details to blend into the background when not marked by glowing lights. My troubles with the rocket launcher are another example.

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 Post subject:
PostPosted: Wed Oct 03, 2007 6:34 am 
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Ah, yes, I was tipped off for the structural thing by the machine falling over, too.

The "pressure" puzzle bowled me over, though, yeah.

Still, it led me to an ending that brought a tear to my eye ...


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 Post subject:
PostPosted: Wed Oct 03, 2007 6:56 am 
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The "Pressure" puzzle, for sure, but only because I couldn't find all the wheels to turn.

The structural integrity problem, though I solved that one right as I got the message.

The biggest one, though, was when you were to "do some damage" and close the portal. Spend a good half hour on that one, before seeing the plug to be pulled. It really needs more lighting.

Still, it was an excellent mod. Keep excluding barnacles, please!


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 Post subject:
PostPosted: Wed Oct 03, 2007 5:53 pm 
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Finished it in one sitting, so I thought I'd come here and throw my impressions around.

I was impressed with all the puzzles, since the solutions were very straight-forward and obvious once you figured them out. Getting the first few puzzles right off the bat really got me into a vibe where I felt compelled to solve every obstacle without resorting to outside aid. Figuring out how to navigate the glass walkways towards the end took particularly long, as well as the twin valves to break open the pipes. The satisfaction of solving a puzzle is proportional to its difficulty, even here. Overall, most puzzles had me stumped for a while, but not long.

I liked how Minerva told me to reacquire my arsenal after it was disintegrated by the confiscation field, then seeing all armories on my path blocked. I spent a good while trying to get them open, I even came up with some clever tricks; breaking open supply crates with slide doors, using grenades thrown by Combine Soldiers to blow them apart (even took out plenty of Soldiers that way when running around unarmed). Of course, when opened, the supply crates only contained health kits or batteries. No weapons. Drat.

Overall, I was thoroughly impressed by the mod as a whole, as well as the minutiae. God is in the details, and Adam seems to have taken that by heart. The writing in Minerva's messages, the custom icons in the armories...it all contributes to a comprehensive experience.

Kudos!


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 Post subject:
PostPosted: Thu Oct 04, 2007 2:02 am 
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Last pressure puzzle damn near made me blow a gasket...

A Zombine fell over the second valve that was upstairs. I had to die and reload to finally see it...


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 Post subject:
PostPosted: Thu Oct 04, 2007 10:16 pm 
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The 'structural weakness puzzle', both the stuck door and the floor above had me stuck for a while, and the pressure one was fairly obvious what I had to do overall, but I just wasn't sure exactly how to do it

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 Post subject:
PostPosted: Fri Oct 05, 2007 3:09 am 
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I was stuck for a while on the puzzle where you had to drop stuff into the first thingy that releases the energy ball. I fell into it, releasing the energy ball (and dying) and figured it out.

Everyone says that they got stuck on the valve puzzle. The valve thing took me like 30 seconds to figure out. Throwing the grenade to open that door though, took FOREVER. I was at the energy field throwing grenades everywhere, and then going downstairs to kill the zombies and reset turrets, dying, reloading: repeat.

Lastly, the infinite rocket ammo was pretty hard to find with hoards of fast zombies chasing you. I spent sooooooo much time in that minibase thing with the two turrets shooting zombies with the turrets and killing the ones that ran at me. That took a lot of quicksaving. I had 2 health for the longest time.


Part of the fun of the game is spending forever stuck and then finally figuring it out.

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 Post subject:
PostPosted: Fri Oct 05, 2007 9:05 am 
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Mercer wrote:
Last pressure puzzle damn near made me blow a gasket...


Appropriately so :-)


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 Post subject:
PostPosted: Fri Oct 05, 2007 11:20 pm 
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I had a lot of trouble realizing I needed to shoot that one support strut to make the destroyed elevator area passable. I also got fairly confused when I lost my weapons and kept running by rooms filled with rows of weapons, thinking I was supposed to find some way to break inside one of them per Minerva's instructions.

I gotta admit, I did a lot of swearing in the process of finishing it. I usually try to always play on hard, but I had to tone it down to get past some of the entrenched combine areas.

Still, it's pretty amazing in terms of quality, easily on par with portions of HL2 or Ep1 - the original soundtrack also adds a lot to the atmosphere.


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 Post subject:
PostPosted: Sat Oct 06, 2007 10:37 am 
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Thrull wrote:
I gotta admit, I did a lot of swearing in the process of finishing it. I usually try to always play on hard, but I had to tone it down to get past some of the entrenched combine areas.


I also found I had to turn the difficulty level down to normal - particularly trying to fight my way out of the portal control centre. I could take out the combine forces who stormed it (by taking cover behind a low wall) but the four I met in the portal room itself were just too much for me. Most likely because there wasn't enough cover in that room and the assault rifle isn't accurate enough at range or powerful enough at close quarters. It is infact the one weapon in the game that I don't like.

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 Post subject:
PostPosted: Sat Oct 06, 2007 11:46 pm 
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I trudged my way through at the hardest difficulty- and had one hell of a time! Died only twice, each time by back peddling away from attackers only to fall to my doom.

There was always a nice stock of ammo around- so I took my time, took in the surroundings and always made sure I had an escape route.

I got stuck mostly in the 3rd map part. Just after the portal opened and you need to close it- I couldn't figure out how to get the combine shield down. Eventually I realised that knocking an above crate down into the power ball hole that i need to stuff more stuff in there.

Also, the sparking beam and walkway part got me pretty good. Its so strange how obvious these things are when you really think about it...

Amazing maps, amazing story.



amazing!


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 Post subject:
PostPosted: Sat Oct 13, 2007 5:00 pm 
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The puzzle with the plug after you loose your weapons and before the portal chamber had me stuck a bit. I went back to a savegame just after my weapons got taken away, and tried again to get a gun before that point, thinking I had missed something. It's really true, people never look up when you want them to. ;)

The structural weakness puzzle was ok for me. I did wonder how to get up for a bit, but found the sparking beam by myself, about a second bedore Minerva sent her hint.

Did get stuck on the valve puzzle though. I had run pretty much out of ammo and health when I finally got it, and died trying to get to the other valves.

At the end (Showdown on the beach) I tried holding my place on the small open platform in front of the sea arc, but it was just too open, so I made a break for the armed outpost, which I reasoned would be much easier to defend (mounted guns for the beach, cover for an attack from above, just one way in... sounds perfect when you're being overrun like that). Somewhere there I must have found the infinite rockets crate. I'm not sure if it was exactly like this since I don't remember that part too well (no idea now where the crate actually is). It was all a bit hectic at the time, you know :).

I think getting stuck is just part of playing a challenging game, if all levels were designed so that no player got stuck, it would be boring. I'm also against giving too strong visual hints for solutions/important objects, I think it would compromise the feeling of realism, and make you rely on cues instead of actually searching and thinking.


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 Post subject:
PostPosted: Mon Oct 15, 2007 5:42 am 
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locworks wrote:
Mercer wrote:
Last pressure puzzle damn near made me blow a gasket...


Appropriately so :-)


Innndeeed :P

Second hardest puzzle was figuring out you had to throw nades into the orb holders...


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