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OCULUS
   
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Mission Type: Heist
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29.122 KB
Dec 11, 2016 @ 2:17pm
Dec 26, 2016 @ 1:33pm
8 Change Notes ( view )

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OCULUS

Description
Infiltrate the Oculus Security Firm and recover important evidence from a captured associate of the crew.

Made for the Monaco 2016 Winter Competiton.
6 Comments
Zerotoinfinity  [author] Dec 14, 2016 @ 4:02pm 
I removed some lights in the hall, hopefully that makes a difference. I also removed one shotgun and alarm from the conference hall and room.

The cash pile in the conference room was moved to the excecutive office to make a permanent coin there. I'll consider maybe putting a loot blocker in hard to access rooms to remove other potential recoin spots.

If the hack issue or the key really become problems for players, then I'll move and rework them. Otherwise, they'll stay for now.

As for the toilets...I don't know man. Oculus is a spooky place.
Mr. U Dec 14, 2016 @ 7:01am 
The room right before Conference Room is terribly bright, so its a bit hard to see the pressure pads. The double shotguns in those two rooms might also be overkill. Conference Room is passable (though it might be kinder to put one shotgun and alarm on each side and have them trigger seperately), but at the very least the pre-room double shotguns are overkill.

In Executive Office-Artium if your hack runs out then you're forced to trigger an alarm no matter what, though its not so bad since all guards are patrols on that floor.

Some large parts of the map have no set coins at all (Executive Office and Caves in particular), so I'm a bit worried that the runs might become extremely dependent on recoins.

The only key is kind of hidden unassumingly in a corner, but thats not too bad. :p

I can't wrap my head around toilets that are locked but no ones inside. 2spooky4me :A
Zerotoinfinity  [author] Dec 13, 2016 @ 6:21pm 
I fixed / improved a lot of stuff that I'd gotten advice on (and the machinegun turret). Keep up the (constructive) criticisms please, they've been really useful!
Lapinothotep Dec 13, 2016 @ 10:40am 
The turret isn't fixed. You might've used a trap wiring over a vent entrance. (It doesn't work) :frog:
Zerotoinfinity  [author] Dec 12, 2016 @ 5:21pm 
I think I fixed both of the security devices, and I also removed the keydoor on the top floor. I'd forgotten that it was there and that I'd wanted the only keys to be connected to access to or on the bottom floor.
Lapinothotep Dec 11, 2016 @ 8:41pm 
Test test. The bottomost left tile in the tiny room with an emp (1st floor, left of the security room) and the turret in the executive office (3rd floor) aren't wired.
It takes two keys to get to the third floor (unless you use the mole/c4/rocket) but there's only one on the ground floor and none beneath. :shopkeeper: