Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
THEN D2 introducing those damned control panels making so not only did you have to find the impossible to see door but also a little panel ROOMS away sometimes tucked behind some mesh and/or around an inaccessible corner where you needed a bounce cannon to hit.
if i recall at there were some doors in D1/2 that were trip wire activated and you had to race to them, honestly surprised I've not come across any like that yet
only a few levels into overload but it really does feel like I've just loaded up an old save in D2; painful, hectic and challenging, oh my love of the labyrinthine mines are why i have such decent spacial perception i swear
shooting lava was always a fun tactic
Good guide! Just to give some context and background, there are a few things here that will make a little more sense when you consider where they came from (Descent):
- Interactables and headlights were only added in Descent 2. The former were destructable control panels and stood out more than the ones in Overload do.
- Shooting doors used to be the only way to open them - as a Pyro-jockey it's actually news to me that the doors in Overload are automatic!
- The energy/armor pickups are direct references to energy/shield pickups in Descent.
- The secret doors have always been that hard to find, trust me! And YES, you DO develop trust issues with random walls once becoming wise to what secrets can look like.
- Descent 2 introduced the guide-bot (mine was named Kit)... in the original we only had the map and markers!