Reload-transition: When reloading a save, the game temporarily puts the player at a default area called "PlayerStartArea_1" (see map editor for locations of these areas!) before the game moves the player back to the location of the save. This can be used to go through walls and other thin objects.įast ladder climbing: Simply spam jump and use whilst looking up the ladder. Save-breach: If you save whilst holding an item inside the player body, after reloading the game will try to push you out of that object. ![]() The tricky part is getting into the wall enough in the first place, though certain corners and welders let you do this by approaching at a specific angle. Wall breach: As walls are incredibly thin, all that is necessary to breach a wall is to move into the wall enough so that it pushes you out the other side. This trick is often exploited on cave-ins to get out the map. Un-crouch breach: In certain places, if you crouch and then try to stand, the game will allow you to stand inside thin surfaces above you. This is primarily because quick load was used on some segments, but also because it is far easier on the eyes to not sit through two loading screens per manual segment! All auto-saves happen during map transitions and these make of the bulk of segmentation. ![]() ![]() Secondly, the process of loading from the main menu and editing: where a manual segment is made the save and exit selection is still shown, but the loading process from the main menu is omitted. However, the commentary track is incorrect when discussing the end of timing: timing actually stops when the player loses control after the final 'cut-scene'. Level by level comments available in the commentary.
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