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whats up with that ?
cruptfile save was dleted
-Big Map
-Ambient
-Vents!
-Lighting System!
-Nice design, especially the underwater part near the end.
Cons:
-Unintuitive level design(Hard to tell what you have to do)
-You can get stuck by turning off the power, and on again. You can't go back in the vents to turn off the power to open the omnitool door.
-Proxy pathfinding
Overall: Despite it's flaws, it's one of the better mod maps.
Other than that, atmosphere of this one was fantabulous, environmental detail was great, exploring it all was really fun, would have been nice to see it put to use in something more substantive, but as is, it's a short creepy ride, I liked it quite a bit, :D
Had much fun.
The AI is a bit buggy and the Pathfinding doesn't work correctly. The first monster was constantly running into a corner, the second monster was mostly ignoring me.
The red button is not working for me, though after loading a safe it did start blinking for some reason. It's possible that replaying with the recent patches may have fixed it, but before I go and play through the entire mod again for something that might fix it, could you tell me if there even is any more gameplay after starting the train, or if it ends shortly after?
Go inside the train and press the red button.
DISCLAIMER: Due to previous encounters on this Workshop I must state I am in no way trying to attack this person in my review.
SOMA: Darkness is like a really old cane. It's rough on the edges but with a little clean-up it can have significant worth.
Pros:
- The detail here is the most I've seen in a SOMA map since the time I'm writing this
- The lighting sets a tone for each section of the map which hightens reality
- Gameplay that spans out over a large section of the map (no haunted house BS)
- First advanced terminal interactions I've seen in a SOMA mod
Cons:
- The path nodes for the enemies are extremely buggy, going so far as the Proxies walking into the wall and grinding up against it as it was trying to progress through the map
- Some of the area's walls seem a tiny bit bare
- Invisible walls on the floor would stop clipping in the corridor with the Proxy
- It should be more clear as to what you are supposed to do in the mod
7/10
You need to make use of scripts to force the proxy to come out.
I recommend looking up the Theta tunnels to see how FG did the proxies, and what scripts they used.