PC Minotaur Theater

Took me a bit to figure out the 'correct' path on this one.  Its not hard to hit every sleeper volume, but I did do them out of order.  The way they disguise that one ambush was really good though.  "It's just a tiny room, can't be more than 1-2 zombies in there".  Nope. Brilliantly done.

 
Haha, and I was thinking that last night when I had a 1x2 bathroom that 2 fatboys came out of. That was just all kinds of wrong to me.

 
I like to call rooms like this Clown Car rooms. They probably have to stack the zombies to fit them all in.


The new "Min Script" feature can make them come in waves, reusing the sleeper placements. If you can get to a position to see those placements, you can see the zombies fade into being when a new wave arrives, kind of like Scotty were beaming them down.

Clarification: I'm speaking of the feature, not of the Minotaur POI itself. I've not yet played it nor looked at it in the Prefab Editor. I don't know if they're using Min Scripts on that POI or not.

 
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The new "Min Script" feature can make them come in waves, reusing the sleeper placements. If you can get to a position to see those placements, you can see the zombies fade into being when a new wave arrives, kind of like Scotty were beaming them down.
And here I thought it was that hit of acid I dropped in the 60s.

I wasn't imagining it after all.

 
I watched a streamer who thought it was done but the quest had not completed, and then he set off the final wave with guns not loaded...

 
I watched a streamer who thought it was done but the quest had not completed, and then he set off the final wave with guns not loaded...
The quest was actually done. The last wave is not part of the quest. That is why this wave doesn't show as red dots. You could run away if you want. The quest would not fail but since they come from the direction of the exit you have to try and bypass them.

This last wave killed me twice. The first time I took the wrong turn and ended up in a dead end and the second time they killed me when I wanted to get back my stuff. They where accompanied by a screamer horde which came on top. The biggest problem is that you are most likely encumbered at this point and just want to drop off some loot into your vehicle or a dump chest.

The level designer muss have a really good laugh when creating this trap thinking about all the frustrated players that fell victim to it.

 
I'd seen a few streamers get massacred in the foyer just trying to go in -- but these are the same guys who automatically spammed the ghost's name in phasmophobia and also got massacred. Nevertheless, when the chance came up I felt I was well warned and made sure I was prepared!

I didn't get lost in the level design, I felt the path was reasonably straight forward. I also thought the architecture was very well done and I loved the little stage that had been set up, as well as the audience space and the upper balcony.

The final battle (what I thought was the final battle) just required a steady retreat and lots of confetti from my M60 to mow the horde down. Did some of the locked doors open...? Because some of the zombies suddenly flanked me from behind which was a nice touch. I thought they were zombies from outside who'd heard the fireworks and thought they'd do a nosey, but some of the locked doors I'd passed were open -- I honestly didn't notice if they'd been battered down, but surely that can't have happened that quickly with only a few zombies?

Of course, the final surprise is something I'm noticing more in the newer POIs but was not expecting at this time. Quite a panicked moment, I can assure you! If it weren't for the ammo stash on the stage I doubt my remaining ammo would have held out and the zombies would have been munching on my delicious remains.

Overall a nice addition to the POIs in the game.  

 
Of course, the final surprise is something I'm noticing more in the newer POIs but was not expecting at this time. Quite a panicked moment, I can assure you! If it weren't for the ammo stash on the stage I doubt my remaining ammo would have held out and the zombies would have been munching on my delicious remains.

Overall a nice addition to the POIs in the game.  
I've noticed it in 3 new T5 buildings so far.

But I took bloody revenge on the zombies by doing the quest again and at the end I placed mines at all entrances to the last room before activating the the trigger. Didn't kill all the zombies but the rest wasn't much of a problem.

 
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The new "Min Script" feature can make them come in waves, reusing the sleeper placements. If you can get to a position to see those placements, you can see the zombies fade into being when a new wave arrives, kind of like Scotty were beaming them down.


Oh, that's what was going on?  This happened to me in the revised Shamway Factory.  I walked up near a certain door, and the doors flew open automatically, and about 6 zombies faded in from nothing, as well as falling out of the ceiling behind me that I had -just- cleared.  I was so confused, because I had checked all those spaces before moving forward.  Was the cafeteria I think?

Re-using volumes to bring new zombies into existence is cheap.  At least trigger them from different hiding spots or something.  The Crypts does this very well.  As you move near the end, a wall explodes behind you and zombies flood out.  Felt like a much more natural way to put ambush zombies behind you.

But POI designers in general are doing a great job.  Kudos to them.

 
I walked up near a certain door, and the doors flew open automatically, and about 6 zombies faded in from nothing, as well as falling out of the ceiling behind me that I had -just- cleared.  I was so confused, because I had checked all those spaces before moving forward.  Was the cafeteria I think?


I've not played, nor examined, that POI in V1.0 so I cannot confirm it is a Min Script or something else like an entry into an Attack volume. Fading in from nothing shouldn't be an attack volume unless there was some kind of unusual entry, so maybe it is a Min Script...?

I did recently play "Grover High" (school_02) and stealth saved me at the start. I'm not one to follow the dungeon path (aka "sucker's path") and deviated from it a number of times. I came into one big fight from the back side and unraveled it nicely. I sensed a trap at the end and either I was wrong or I avoided it by moving through walls. Another 100% bow/stealth job. Maybe 24 game hours to clear. I enjoyed it.

 
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I've not played, nor examined, that POI in V1.0 so I cannot confirm it is a Min Script or something else like an entry into an Attack volume. Fading in from nothing shouldn't be an attack volume unless there was some kind of unusual entry, so maybe it is a Min Script...?

I did recently play "Grover High" (school_02) and stealth saved me at the start. I'm not one to follow the dungeon path (aka "sucker's path") and deviated from it a number of times. I came into one big fight from the back side and unraveled it nicely. I sensed a trap at the end and either I was wrong or I avoided it by moving through walls. Another 100% bow/stealth job. Maybe 24 game hours to clear. I enjoyed it.
Last time I saw it was in 1 of the wilderness forts, the trench around a couple of tents and tower with a bunker. The loot room has bulletproof glass walls so it was very clear to see. I don't know which is the intended side since either path was open. I came through the hydroponics room, the other side is the kitchen.

I tend to follow the path since I feel like I am missing out when I don't. Sure it's fun when the zed just stands there oblivious and waits for me to walk right up and smack it when I come from the wrong side but it feels broken. Granted even obvious trap is easy when you just plop down 2 QL6 turrets in a chokepoint and watch the fun.

 
Last time I saw it was in 1 of the wilderness forts, the trench around a couple of tents and tower with a bunker. The loot room has bulletproof glass walls so it was very clear to see. I don't know which is the intended side since either path was open. I came through the hydroponics room, the other side is the kitchen.

I tend to follow the path since I feel like I am missing out when I don't. Sure it's fun when the zed just stands there oblivious and waits for me to walk right up and smack it when I come from the wrong side but it feels broken. Granted even obvious trap is easy when you just plop down 2 QL6 turrets in a chokepoint and watch the fun.


When you get within 4 blocks of a zombie volume the game will select sleepers and place them. You might see them appear if you're in the right place, but usually a designer tries to hide them behind something so that from a distance you don't see them appear. That's just normal zombie volume behavior.

A normal volume can be an Attack volume, which will wake the zombies upon entry, though the zombies may not know where you are. If it's a relatively small volume you might be so close they can't help but see you. If you're shooting a gun they will quickly figure it out. A stealth player can break contact, re-engage stealth, and lose them.

With a Min Script, there's some kind of triggering event, like a door being opened, a button being pressed, or the player entering a trigger volume. I'm not entirely sure of all the blocks that can trigger events as I'm relatively new to using them. The Min Script can do a variety of things, including triggering other events, spawning zombies, pausing, pausing until there are only a certain number of zombies left, and playing sounds. I'll bet at some point it will have some integration with all the bizarre Twitch things.

It might be impossible to tell an attack volume from a trigger volume apart if it just involves zombies, unless you get the zombies down to some number and then all of a sudden there are more zombies or you know you did something like open a door, press a button, etc. A trigger volume that just activates some sleeper volumes would play out like an attack volume.

I think. I might be missing something in there.

The Min Scripts allow those POIs to do some interesting things, like make barrels explode. You could have a fight start with zombies to the front and then 10 seconds later activate zombies behind. I've not checked, but perhaps even opening the final loot chest could be a trigger.

If you've got my modlet installed, the Tier 5 Ranch has a Min Script that tries to mimic a tripwire, though sadly it doesn't look like a wire. As the script plays out it beeps like a Placed Charge for a few seconds giving you a chance to say "what's that" (or flee if you have your wits about you) before a block explodes. That's pretty deadly, specially if you flee towards the exploding block. I worry about that as even a player with the Perk to avoid mines can set that one off. Somebody might not think it was fair.

 
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