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回報翻譯問題
Weirdly there was once or twice where the symbol he took lead him into a tunnel... that looked different then the tunnel in my game here. But I continued to follow him, until a spot where he took a symbol/tunnel combo that was blocked in my game.
This should not be possible if both the original Playstation 1 game he played and the PO'ed Definitive Edition I play are exactly the same.
But, since I have a old guide here I just continued to run through the tunnels that where available to me. Until the spot where I became "trapped" and the Red Teleporter appeared. It brought me to... Sketch.
The old guide I have here states "The diagrams at the beginning of the level show a 2D version of the corridors that must be traveled." , it is possible that the rooms are not important but the corridors are. Maybe all you need to do is travel through those certain corridors so they become "locked" and then become trapped in a room to make the Red Teleporter spawn.
This is interesting, I made screenshots on the way I took, up until the part where the video didn't match where I could go. I think it is possible that Night Dive Studios messed up the location of the symbols, so the two versions are not 100% identical. That is the only explanation I have as to why I could not follow the video 100% by following the symbols.
I will sit down tomorrow, and try to follow the video not by symbols, but by which exit he takes, trying to figure out if I just screwed up or if the symbols really are different.
The other thing I want to try out is if there really is a certain order you have to take. If the guide I have is right then the riddle is purely to "close" the corridors the diagram on the floor in the start room shows you.
I will see, lol. Thanks for the help, I knew that video already but it did not state that it leads to the Secret Level.
I don't think I did make a mistake, I even made screen shots of every symbol. At the point where I could not use the corridor he went, I just ran through corridors available, weirdly I ended up in the secret level.
I think, as I wrote, the corridors are whats important. You have to have "closed" every corridor by going through them. I don't think the order you run through them is important, only they the trigger that closes them is engaged.
The other guide I have here states that you see a diagram at the start of the level that shows you how to walk.
I just did a run, where at the start room I choose a teleport down that is not the same as in the video. My starting room was a total different one. Then I did what I describe below:
There are corridors that don't change the height and others that do change the height. This level has two elevations so the best you can do is first run a circle of corridors that don't change elevation on whatever elevation you are. Once that is done, use one of the corridors that change elevation and now run another circle through corridors that don't change elevation.
If you do it right you need to end up in a room that now only has one exit left. All you need to do now is run through all those elevation changing corridors until you get "stuck" in a room and then the Red Teleporter appears. It should lead to the Secret Level.
The only tricky part is the corridor between the two middle rooms. If you use those corridors that change elevation, it is hard to get that one corridor, so it is best to make sure you get that one for sure.
It would be interesting to see, if in the original 3DO/PS1 version it is like it is here, I assume yes.
If the order would be important... then you could screw up right at the start in the room with the 4 teleporters down.
All you need to do that really, is open the map, look out for where you went already(seen by the bright green on the map)and plan your route ahead that way.
The thing that makes it hard is that there is no real guide on what to do in the game, or that there is a secret level waiting. The other two secret levels are way easier to reach, I reached the first one out of mistake because I just played the level and used the first exit I seen, lol. That Elvis is also easy to find, because movement in the game is somewhat "slipperly" chances are that you bump into Elvis trying to take a closer look at him.
And then there are "Guides" that don't really know how to solve it but know that you have to run to the rooms in a certain order, which is true in some way.
But the focal point of the puzzle is not the rooms, it is "closing" the corridors.
At this point, I ran that level at least 5 times. It is not a hard puzzle, if you know what to look out for.
Yeah this game is archaic and cryptic. Here is a list of some early influential FPS games with their release date:
Wolfenstein 3D - 1992
Doom - 1993
Doom II - 1994
Quake - 1996
The original PO'ed on 3DO was released in November 20, 1995, which puts it smack-dab between Doom and Quake.
Now Doom did not have "real 3D" as it basically emulated 3D on a 2D plane. Looking up or down would break the "illusion".
Quake on the other hand, which had "real 3D" where you could look up and down, would release one year after PO'ed released on the 3DO.
Which makes PO'ed the first "real 3D" Shooter ever. Funnily enough, I heard that they had issues porting it to the Playstation 1, mainly because of the size of the textures. The Playstation had a really small RAM, and looking at PO'ed Definite Edition... there are not that many textures!
So yeah PO'ed is archaic. It is a game from the dawn of FPS games. The first few titles(Hovertank One, Catacombs 3D) came out in 1991, the genre only really exploded with Wolfenstein 3D mainly because of the enemies you shoot in it. Doom which released in 1993 cemented that style of play further.
But I find, there are few games as inventive, as artistic and as crazy as PO'ed is. All the enemies, weapons and levels feel like they came right out of a wet nightmare. The only other game getting close in inventiveness and craziness is Duke Nuke'em 3D. Which is why I like Duke Nuk'em 3D too lol.
Just like a Parodius to a Gradius.
I agree on the doors. All doors are basically 2 "tiles", some of them open up when you hit any of the two tiles, some only open when you hit the tile with the red dot.