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Old Yesterday, 22:12   #1241
Karlos
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Originally Posted by coachman View Post
Just played mod level C and got stuck in the secret area with 2 doom marines, ammo, and medikits opened from the right of the three "finger" corridors going from the central hall. The area exists also in the original game but no key is required to get there in the original version. In the mod, it was not possible to open the doors at first, however, after some running around, collecting keys and activating few switches the door opened. However, when I collected the items and wanted to return back, the door was locked. I tried to find some switch inside but did not succeed and got stuck there.
How did you open the door in the first place? I'll give you a clue. It wasn't because of any keys you had. It's a game mechanic that wasn't used in the original but is introduced in level B.

Or to put it another way, what would you do if you thought you were stuck behind a locked door while simultaneously armed to the teeth?

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Old Yesterday, 23:56   #1242
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Old Today, 17:49   #1243
coachman
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OK, thanks for the hint, I will try that. So from now one shot to any locked door just to make sure :-)
I also noticed that some door make sound when moving while others are completely silent. Is there any reason or system in that or is it random?
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Old Today, 17:57   #1244
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Originally Posted by coachman View Post
OK, thanks for the hint, I will try that. So from now one shot to any locked door just to make sure :-)
I also noticed that some door make sound when moving while others are completely silent. Is there any reason or system in that or is it random?
Technically none of them actually make sounds when moving, what they have is an activation sound that carries on for a moment after they start.

Some doors are well oiled and very quiet for a reason...
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Old Today, 19:09   #1245
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....and not just because I forgot to assign a sound.
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