In Warren 6-19, are the two exits and the servo-skull's path random or conditional?

Greetings,

a question that came up recently in our group of regulars:

During Warren 6-19 in the first big circular room, you have to fight the horde until one of the exits opens. We usually camp at one of them. Sometimes the one next to us opens, sometimes it’s the other one across the room. I tend to think that the side is randomly chosen, but one of us suspects/remembers that it may be determined by other factors like the difficulty and/or game mode. Does anyone here know more about that?

The same question came up about the servo-skull in the drug lab. It has two possible paths. Does it choose one randomly or somehow predetermined?

Thanks for any enlightenment.

I can say it’s not difficulty since I only play Auric and it chooses both of those spots seemingly randomly.
I assume by game mode you mean Havoc vs regular missions, but I doubt that has any influence either.

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It’s always the door opposite of the one I camp out in front of. :angry:

Murphy clearly is on the side of the heretics. :wink: For me, it had a funny progression: It “always” was the door we were camping at, until it someday it didn’t and now it nearly “always” the other one.

That said, in our last two runs in that map it was 50:50 – once our door, once the other one. This certainly needs more research. :microscope: :nerd_face:

Yeah, I meant Havok (or actually, my friend did), and maybe event missions.

Thanks for your report about Auric. I still suspect pure chance, but my friend’s conjectures raised my curiosity enough to pay more attention to the mode and difficulty in that map in the future. :face_with_monocle:

well, as for auric maelstrom both defo “random” but

a) since both corridors leading from the round room (with the comfy pillows, ogryn can’t help but take a nap there sometime :face_with_tongue: )

are mirrored it has no effect on which side’s “harder”, both lead 2 stairs down one frome the right the other of course left.

not unlike q3tourney2 in layout might I say, round upper 2 stairs, 3 floors and a center base that leads to a teleporter(here airlock) “back up”

someone played quake 3 it seems when making this map :rofl:

and

b) servos gonna do what a servos gonna do :man_shrugging:

sometimes it’s the easy room with the pillars and neatly posters in cover, sometimes it’s the outside with a couple hundred gunners (if no one’s putting a cork in the spawn door that is, I mean you can literally kill em by clipping through the wall)

but usually it’s done in about the same time. second option a tad harder if people are slow on their feed.

personally I’m usually the quick cork and the team scans relaxed

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