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Mod Review on May 5th, 2013

Here are my suggestions on how best to enjoy this mod. Accept that you'll have to do a few things you'd normally choose not to:

(1) As soon as you get the pistol, find a blank wall and fire six or so shots into it. Cut a sliver of Post-it note and stick it on your monitor, in the middle of the cluster of impact marks. Now you have a crosshair, and the magnum can be used as a sniping weapon.

(2) Have a red hot go at solving each of the "how do I get to the next area" puzzles. If you solve it, you'll have that great feeling that all good puzzlers give you (Portal/2 etc). If you don't, you have to resort to a few DIY hints. Here are the steps, in escalating order:
(a) To a quick save and dial up noclip. Use it to explore the map, to find out where the next area is. You'll recognise places that aren't the next area - they'll have incomplete rendering, transparent walls etc. The right places will have solid details, supply crates, enemy triggers - you'll know what I mean. When you've found it, load the last save and try again - in most cases the clear objective is enough to get you on your way.
(b) If you're still stuck, go back to noclip and explore for pathways to get there.
(c) As a last resort, go to a YouTube walkthrough. I had to do this a number of times - some of them made me feel like a complete idiot for not noticing something that should have been obvious, but for others my opinion was "how could I possibly have been expected to work that out?"

(3) Every time you see a door, and you want to know if it opens, bear in mind that they are all different. Many of my own epic fails were due to concluding a doorway was locked / inoperable when in fact if was THE exit door.
To void this, make sure you do the following:
(a) approach it - it may open automatically
(b) press "E" - it may open
(c) try to push it open by walking into it
(d) try to push it open by telkinesis
(e) whack it with the hammer
If all those fail, it is probably not a working door.

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