Die4Ever
Die4Ever
this is probably good?    
strangely enough they don't block LAMs, but they do block crates and items and things, so they're probably too big
warehouse generator has a weird pivot point, and some rotated locations, these will need custom positioning
for the weld points we could do a small BlockMonsters on each side of the weld point, so they can be smaller but still prevent pawns from bumping into them
some discussion here: https://discord.com/channels/823629359931195394/823629360929046530/1270915196982005870
From Nitram about the vanilla DTS location: Ideas for the vanilla locations: 1. Remove it. 2. Tong infolink begins when you get near it, no having to open the case....
Maggie's vanilla location could maybe be tweaked to be visible through the window from the ground? but it's a tough angle  
Not sure if I like this, it reduces the amount of time spent in some beloved maps and reduces some fun hunting. Also maybe it should be the Lumpath_Street_Guard instead...
if the goal is more permutations of the route, maybe we randomize Gordon Quick instead he's required, so the mutual exclusions won't be freebies (if we even do it with...
was trying some stuff ``` diff --git a/DXRMapFixups/DeusEx/Classes/DXRFixupM02.uc b/DXRMapFixups/DeusEx/Classes/DXRFixupM02.uc index 2e29bd0..a6a5bf1 100644 --- a/DXRMapFixups/DeusEx/Classes/DXRFixupM02.uc +++ b/DXRMapFixups/DeusEx/Classes/DXRFixupM02.uc @@ -9,6 +9,7 @@ function PreFirstEntryMapFixes() local #var(prefix)NanoKey k; local CrateExplosiveSmall c; local Terrorist...