Works in v50! This was discovered/noticed by Artificialair along with Jish, Maku and I in some testing, in the one and only Bread Discord! (This is both shoutout to them and my discord xD) Join the discord: discord.gg/XC2SV6aCjh
It actually makes sense from a coders perspective. It probably adds incrementally the rooms starting from main entrance, and every time a new room is added it always puts the same door opening, leading to this side effect
TLDR for facility navigation-- Brick to brick: door is compass Grating to grating: door is compass Grating to loot (white): door is compass ALL OTHER INSTANCES: door IS NOT compass
Best part Rend is the best map to go to, it gives you a smaller maze of the 3 paid moons with tons of loot, so this is perfect for those trying to achive massive quota grinds
Fire safety regulations work like this in real life! Doors open toward the building/floor exit to make it easy for people to push their way out escaping
Hmm, that's really nice actually, how despite this game settings is established on planets/moons, it still incorporate real life Fire Safety regulations for doors in a building. There has been many valuable knowledge we can get from video games if we can take notice of it.
@@lordmarshmal_0643 A manor is usually built on a large plot of land that is otherwise used for agriculture. It's basically a mansion with extra steps.
"brick brick, grating grating, grating loot (white) all lead home. Nothing else" A mantra I will forget while being chased by a thumper or other eldritch horror in the darkness.
@@Gambling_addict1001 Some of real-life mosses grow on the north side of trees/rocks, as they prefer darker and more humid environment. I'm not sure, if he meant anything related to the game, or if there's any moss in Lethal Company.
I spent years as a firefighter. Performing a Right Hand Search or Left Hand Search, either from the entry point or a point further inside the building, was standard practice for Breathing Apparatus teams. Helpful when you need to search for people when smoke makes it so you can't see your hand just in front of your facemask. It really works.
Yes! I learnt about this while investigating about firefighters. Thank you and your coworkers for your brave service to our communities, I will always respect anyone who serves as a firefighter
@gluehoof573 does that imply if a person is trapped in a fiery building, but can't leave, that they should get to an outside wall where a RHS or LHS would pass them?
That mansion door method makes so much sense because i'd imagine the mansion map generates from the center out and on each predetermined hallway the doors are facing the same direction
Actually, the tips for remembering facility are quite easy in my opinion. All you need to remember is which doors don’t give you useful information, which, if you included all of them all in this video, are: -any doors attached to a server room, big room, locker room, or apparatus type room (with or without the apparatus) -any doors between the maze tile and grating tile
I mean, couldn't you just remember the specific types that help? there's only a couple, it's just grating+grating, brick+brick, and grating+loot room yeah?
It really depends on whether you think more easily on the fly in negatives or positives. Personally, I jump through less mental hoops “crossing out” a door rather than checking it off. I suppose the wording of the issue lends to this sort of thinking because the question each time I open a door will now be “is the generation scrambled?” and it’s easier for me to assume that the generation works baseline, but can be disrupted by anomalies. Additionally, you would have to remember loot+brick, so you only save yourself 1 less mental check. Pick your poison lol
In hindsight, can’t all of the “scrambling” rooms possibly connect to loot rooms? Or is that not a part of generation? worth some testing, but it’s possible that you have to remember that a loot room connected to anything but a grate/brick is also scrambled. You save yourself no mental checks 🤷♀️
@@julianhernandez5732 Loot + brick is random. It's way easier to remember the 3 positive cases than the many negative cases. It works in brick + brick, grate + grate, and grate + white
@@julianhernandez5732 but white rooms only work with grates, not with bricks. So whether you want to remember positively or negatively, you still need to remember positively that white rooms only work with grates.
This is very similar to a way to something in Minecraft, the iron doors always point away from the central staircase of the stronghold. This isn't as useful in Minecraft though, because the central staircase isn't an exit, or guaranteed to connect to one, it's just the starting point of the generation. Its fascinating how LC uses a similar generation algorithm to create facilities, with the starting point being main
yes! and this actually has helped in my years of speedrunning, both games base that mechanic off of real life, doors open towards exit to make fire escape easier for escapees, allowing them to push through all the doors!
isn't like, the same generation algorithm. Is just the way it is generated, rooms are rotated in the direction they are being put from. The generation starts and comes from main.
For mansions, rather than paying attention to which way the door opens, it's much faster to just look at what side the door handle is on. Left = to main, Right = deeper in.
Seems every layout is generated from main entrance, then outwards. Zeekers might have miss rotated the door prefabs when constructing the different tiles when originally making factory or perhaps made them omni directional. I'd say that the consistency on Mansion makes it seem deliberate and that future layouts likely will also have this.
Or the inconsistency on Factory-type layouts may make up for the fact that you can't use secure doors to trap enemies on Mansions nor can you get the apparatus from them.
Also makes sense for doors to open towards the exit, since that is how it is in real life so in case of a fire you could easily push through the doors.
@@scribblecloud For what it's worth, I HAVE seen cases on mansion where this strat does NOT work... though it was an older version of Lethal Company, and I haven't played the recent one too much.
8:55 this tip combined with spray paint (and even better the BetterSprayPaint mod) is really good. I also feel like spray paint is heavily underrated in the community, but its so useful especially on big facility maps like March.
I recently played with some randoms that used spray paint to mark where they were going/have gone! I honestly was very impressed, and I have found a new appreciation for it.
It depends a lot on the number of players you have (as with many items). If you're by yourself, taking the time to spraypaint directions is significantly less efficient than if you have multiple other players who can all benefit from them.
ok so I had a look at my decompiled version of the game to see if I could gleam anything, and it seems like the main connection is the "door prefab priority" that Lethal Company's map generator asset uses. Basically, the generator needs to decide which door spawner to use, and normally just uses the first one that generated, but the priority can be specified to have a specific door have its door used instead of the door from the other tile. The facility map generation uses priorities 0 and 1, with 1 being used on all grate tiles, the L-shaped and pillar loot rooms, as well as the room with the concrete floor and a staircase around going down it. Priority 0 is used on the maze tiles, server room, locker room, the large open room with the pits in it, the "bracken" room, and on the room that usually spawns the apparatus (note that both this room and the staircase room don't change priority, regardless of whether the apparatus spawns or not). Any rooms with matching priorities should point you out, while rooms with differing priorities will just point you in an arbitrary direction. Also, the doors in the apparatus room always spawn in a set orientation
if the door has the same type of room on both sides, it will point correctly if its not the same, it will voiding the storage room (white, loot room) to cat walk, it will not help you good to know.
Great video! I've been using this tactic for over a week, and it has helped me countless times. I used to hate mansion tiles because it's so easy to get lost there and hard to find a way out. After learning this tactic, I confidently head straight inside using inverse teleporter, and sometimes I even find the exit faster than my teammates reach the entrance from outside. It's useful to know information about facility tiles, but I would say it's not worth using. Due to the large number of mazes, highly specific conditions, and multiple floors, this tactic often confused me. Thanks again for the information now mansion tiles are as simple to me as can be imagined. :)
So doors point toward main between the rooms in the same group, but not between rooms in different groups. Those groups are: Mansion Grate/loot Brick halls Big rooms/aparatus/main
I had no idea about this but thanks, this should make my work as a Mission Control/Terminal user to be easier for me so I don’t have to spend unnecessary time with one crew member to guide him back and leaving the other ones in a sticky situation.
There doesn't need to be a door in the frame for you to tell. You can look at the frame itself, the frame is off-center on factory maps. On mansions i think it's the same on both sides.
I extend my heartfelt gratitude for the enlightening tutorial you have provided. Your guidance has proven invaluable, and I am deeply appreciative of the knowledge you have imparted.
Thank you so much! I have a strategy of looking through facility with a friend who knows the way, but when they get killed... Unlikely that i'm finding the way out. This strategy loooks like it will help a lot❤
interestingly the mansion method actually extends to the doorframes themselves even if they don't have a door: every doorframe has two sides, one with a ridge running around the frame and one with a groove, and the ridge always points in the direction you need to go to get to main, barring loops of course
You can also do what I do, and sprint through the facility wildly looking for pois, then realize I’m lost and spend the rest of the day finding my way back
House of doors, take me home. Steel and bricks, not as fast! Brick to brick, bags are full. Grate on grate, I've got a crate. Loot and grating, feets escaping.
This is such a fantastic mechanic, that, if unintentional should not be changed at all. You need a level of calm and collectedness if you’re running from shit to analyze what direction to go from doors point esp on facility
2 other tips: 1st is kinda obvious, but if there's 3 branching paths from the main door (3 doorways without any of them being bricked off) then 2 of those paths will be relatively short and end in dead ends while the 3rd one will be the longest and most confusing one to navigate. I always look for the 2 short paths first to grab loot incase the 3rd one gets too confusing. 2nd is something i NEVER see anyone do or think about, buy spray paint and draw lines or arrows at each turning point that you can follow back
This reminds me a lot of Minecraft Stronghold Entrace finding technique! Its very similar, based on how the doors are place in each corridor (flush or inward on a block). Wouldn't even be surprise if the mansion generation is very similar to Minecraft Stronghold generations
This is actually useful. To me, knowing some mechanics in the game explained well by others makes for a whole lot better experience overall. The comfort of knowing, despite the lack of experience with said knowledge.
on mansion the door handle can also be a tell tell sign if the door handle is on the left its towards main if it is on the right its going deeper in the mansion
the fireman methid is hug left or right wall at all times. a left sided search is hug left wall to go farther in and turn around and hug right wall to go out, same for a right sided search but hug the right side to go in turn around and hug the left side to go out. bam! never get lost agian ever!
See I love playing the games I love and learning small things like this. Although I can see how it may ruin an experience, I have so much fun learning why the game does what it does.
This will save you some time: on mansion tiles - you dont need to open the door to receive info, just look at the handle, if handle on right sight of the door - you going deeper, if handle on left side, you going to main. Edit: Oh you said about it later)
So basically, trying to explain what I got from the vídeo in another way: the door opens towards the room thats has a connection (another door) that leads in the way of the main entrance. If the door opens towards that room, there will be another door (or an arch, you know what I mean) that has a connection (or line) going in the direction of main, its just like if at every dead end you draw a line, and this line goes through the doors, opening then towards the correct room you should be
Lemme help everyone out here, you don't need to "Open" the door to figure out which direction to go, look at the door nobs, if the door nob is on the left the entrance is through that door, if the door nob is on the right, it's not through that door, this works on all interior locations in the game. There is some other ways to determine too, in the "facility" tiles the bars will always be curved outward towards you going in, and pointed away from you going out, (there is always multiple ways to determine which side of the door you are on) but the left or right door nob method still works the same way in that area so its probably more helpful to you to go with the door nob method regardless since it's easier to remember a detail that is always the same.
Just look at the door handle, if it is on the right, its wanders, if it is on the left, it leads to entrance. You do not need to open it to tell. Also on facility it sorta works, but since there are less doors and more halls, its harder to tell.
Works in v50!
This was discovered/noticed by Artificialair along with Jish, Maku and I in some testing, in the one and only Bread Discord! (This is both shoutout to them and my discord xD)
Join the discord: discord.gg/XC2SV6aCjh
I've been capitalized
Crumbs on top
What mods are you using in this video?
It actually makes sense from a coders perspective. It probably adds incrementally the rooms starting from main entrance, and every time a new room is added it always puts the same door opening, leading to this side effect
Its "me"not "I"
TLDR for facility navigation--
Brick to brick: door is compass
Grating to grating: door is compass
Grating to loot (white): door is compass
ALL OTHER INSTANCES: door IS NOT compass
Unless the grating is connected to the locker room, right?
@@HiYesThisIsJake Locker room is not white floor, so you are correct.
yo i love baba
@@moff Lol
Baba is LOST
this is probably one of the biggest finds in all of lethal company history so far. It makes the mansion basically never an issue again.
Best part Rend is the best map to go to, it gives you a smaller maze of the 3 paid moons with tons of loot, so this is perfect for those trying to achive massive quota grinds
I don't know if I'd go that far lmao, the mansion still has a lot of dangerous enemies
@@fossfox it does, but it does give more loot with less danger than Dine and Titan
@@fossfox less dangerous than march hahah
I like to use the inverse tp alot and I always get so lost in the mansion so this is such a big help
Fire safety regulations work like this in real life! Doors open toward the building/floor exit to make it easy for people to push their way out escaping
Hmm, that's really nice actually, how despite this game settings is established on planets/moons, it still incorporate real life Fire Safety regulations for doors in a building. There has been many valuable knowledge we can get from video games if we can take notice of it.
@@roobilyne603you guys are autistic
@@roobilyne603great point, and i hate how video games are only seen as brainrot, they can be quite nice
but also ironic how the doors in game do not open towards the actual fire exit
@@redpandagamingz6987 quite nice brainrot
WE GETTING OUT OF REND WITH THIS ONE 🔥🔥🔥🔥🔥🔥🗣🗣🗣🔥🔥🔥🔥
Thank god I’ve been stuck here for 12 years
Literally
I can't remember when I did NOT get lost on rend
combine the bread and wurps guide for a manor navigation sandwich
Bread and Wurps guides got me to 10k quota in less than 60 hours i love them
@@lordmarshmal_0643 A manor is usually built on a large plot of land that is otherwise used for agriculture. It's basically a mansion with extra steps.
Literally the two best Lethal youtubers
"brick brick, grating grating, grating loot (white) all lead home. Nothing else"
A mantra I will forget while being chased by a thumper or other eldritch horror in the darkness.
Moss always grows on the side of the rock facing home.
You mean ship or main entrance? Ship correct?
@@Gambling_addict1001SpongeBob reference
@@Gambling_addict1001 Some of real-life mosses grow on the north side of trees/rocks, as they prefer darker and more humid environment. I'm not sure, if he meant anything related to the game, or if there's any moss in Lethal Company.
It's a saying.
@@Avatcherr nah it's a spongebob reference :D
I spent years as a firefighter. Performing a Right Hand Search or Left Hand Search, either from the entry point or a point further inside the building, was standard practice for Breathing Apparatus teams. Helpful when you need to search for people when smoke makes it so you can't see your hand just in front of your facemask. It really works.
Yes! I learnt about this while investigating about firefighters.
Thank you and your coworkers for your brave service to our communities, I will always respect anyone who serves as a firefighter
@@bonthebunnycat667 Thanks! 😳 ❤️
Wow, didnt expect a firefighter to see lethal company content 👀
@@ultrat00n Us gamers have infiltrated every part of society, pal. When you hear the signal, you'll know what to do... 😜
@gluehoof573 does that imply if a person is trapped in a fiery building, but can't leave, that they should get to an outside wall where a RHS or LHS would pass them?
Very helpful, you are a great asset to the company.
you have just blown my mind in ways that I could not even begin to put into words.
I have GOT to see if these methods work on any custom layouts as well.
That mansion door method makes so much sense because i'd imagine the mansion map generates from the center out and on each predetermined hallway the doors are facing the same direction
note to self:
brick to brick = Good
plaster to grate = Good
brick to grate = EVIL
Belt room, locker room, gen room = EVIL
Actually, the tips for remembering facility are quite easy in my opinion. All you need to remember is which doors don’t give you useful information, which, if you included all of them all in this video, are:
-any doors attached to a server room, big room, locker room, or apparatus type room (with or without the apparatus)
-any doors between the maze tile and grating tile
I mean, couldn't you just remember the specific types that help? there's only a couple, it's just grating+grating, brick+brick, and grating+loot room yeah?
It really depends on whether you think more easily on the fly in negatives or positives. Personally, I jump through less mental hoops “crossing out” a door rather than checking it off. I suppose the wording of the issue lends to this sort of thinking because the question each time I open a door will now be “is the generation scrambled?” and it’s easier for me to assume that the generation works baseline, but can be disrupted by anomalies. Additionally, you would have to remember loot+brick, so you only save yourself 1 less mental check. Pick your poison lol
In hindsight, can’t all of the “scrambling” rooms possibly connect to loot rooms? Or is that not a part of generation? worth some testing, but it’s possible that you have to remember that a loot room connected to anything but a grate/brick is also scrambled. You save yourself no mental checks 🤷♀️
@@julianhernandez5732 Loot + brick is random. It's way easier to remember the 3 positive cases than the many negative cases. It works in brick + brick, grate + grate, and grate + white
@@julianhernandez5732 but white rooms only work with grates, not with bricks. So whether you want to remember positively or negatively, you still need to remember positively that white rooms only work with grates.
Thank you Bracken for your tips to never get lost again!
no wonder why the bracken can always find you deep in the facility. It’s cause he’s an expert navigator!
This is very similar to a way to something in Minecraft, the iron doors always point away from the central staircase of the stronghold. This isn't as useful in Minecraft though, because the central staircase isn't an exit, or guaranteed to connect to one, it's just the starting point of the generation.
Its fascinating how LC uses a similar generation algorithm to create facilities, with the starting point being main
This is exactly what I was thinking!!!
yes! and this actually has helped in my years of speedrunning, both games base that mechanic off of real life, doors open towards exit to make fire escape easier for escapees, allowing them to push through all the doors!
isn't like, the same generation algorithm. Is just the way it is generated, rooms are rotated in the direction they are being put from. The generation starts and comes from main.
For mansions, rather than paying attention to which way the door opens, it's much faster to just look at what side the door handle is on.
Left = to main, Right = deeper in.
He says this later in the video
He says this in the video but thanks
3:34
I suppose its useful for people that struggle with left-right to have something clearer
He said that in the video
I've been playing with artificialair and he explained the "door strat," but I didn't realize he was the first one to actually discover it 😂
man
@@artificialair how would you even discover something like that?
@@artificialairyou are a legend amongst men
7:47 nobody's gonna talk about that smooth transition?
I didn't even notice that first time WHAT
@@soya_kitchensSAME DUDE
I love this but when I’m flying through doors while being chased I’m not gonna remember 😭😂😂 the panic is real.
Seems every layout is generated from main entrance, then outwards. Zeekers might have miss rotated the door prefabs when constructing the different tiles when originally making factory or perhaps made them omni directional. I'd say that the consistency on Mansion makes it seem deliberate and that future layouts likely will also have this.
Or the inconsistency on Factory-type layouts may make up for the fact that you can't use secure doors to trap enemies on Mansions nor can you get the apparatus from them.
Also makes sense for doors to open towards the exit, since that is how it is in real life so in case of a fire you could easily push through the doors.
i like that though, makes it feel like less of a cheat, i kinda wish it was more scrambled in mansions too, because now it feels almost too safe/easy
@@scribblecloud For what it's worth, I HAVE seen cases on mansion where this strat does NOT work... though it was an older version of Lethal Company, and I haven't played the recent one too much.
@@scribblecloudill leave Dine to you then 😊
Very interesting, can’t say how many times I’ve been the last one alive and forced my friends to watch me run in a big circle. Excited to try this
8:55 this tip combined with spray paint (and even better the BetterSprayPaint mod) is really good. I also feel like spray paint is heavily underrated in the community, but its so useful especially on big facility maps like March.
Its too expensive for functionality it provides, so im better off eith just a walkie or just a shovel.
@@manoknight3780it's 10 credis
I recently played with some randoms that used spray paint to mark where they were going/have gone! I honestly was very impressed, and I have found a new appreciation for it.
It depends a lot on the number of players you have (as with many items). If you're by yourself, taking the time to spraypaint directions is significantly less efficient than if you have multiple other players who can all benefit from them.
@@manoknight3780 expensive? it's 10 company credits
No terrible intro, no credit card, and no bs? Instant like!
ill take the credit card info
Very useful, I never usually go too deep in the facility because i get lost very easily, thanks for the tip!
The guide really helped me navigate mansions AND impress my friends.
ok so I had a look at my decompiled version of the game to see if I could gleam anything, and it seems like the main connection is the "door prefab priority" that Lethal Company's map generator asset uses. Basically, the generator needs to decide which door spawner to use, and normally just uses the first one that generated, but the priority can be specified to have a specific door have its door used instead of the door from the other tile. The facility map generation uses priorities 0 and 1, with 1 being used on all grate tiles, the L-shaped and pillar loot rooms, as well as the room with the concrete floor and a staircase around going down it. Priority 0 is used on the maze tiles, server room, locker room, the large open room with the pits in it, the "bracken" room, and on the room that usually spawns the apparatus (note that both this room and the staircase room don't change priority, regardless of whether the apparatus spawns or not). Any rooms with matching priorities should point you out, while rooms with differing priorities will just point you in an arbitrary direction. Also, the doors in the apparatus room always spawn in a set orientation
Really great video and to the point, love how you start with the meat of the topic, and then eventually add further details and tips as needed.
if the door has the same type of room on both sides, it will point correctly
if its not the same, it will voiding the storage room (white, loot room) to cat walk, it will not help you
good to know.
“Grating to grating,
Brick to brick,
Grating to white,
Door is right!”
Great video! I've been using this tactic for over a week, and it has helped me countless times. I used to hate mansion tiles because it's so easy to get lost there and hard to find a way out. After learning this tactic, I confidently head straight inside using inverse teleporter, and sometimes I even find the exit faster than my teammates reach the entrance from outside. It's useful to know information about facility tiles, but I would say it's not worth using. Due to the large number of mazes, highly specific conditions, and multiple floors, this tactic often confused me. Thanks again for the information now mansion tiles are as simple to me as can be imagined. :)
Love how comprehensive this is! Tysm for this breakdown!!
So doors point toward main between the rooms in the same group, but not between rooms in different groups. Those groups are:
Mansion
Grate/loot
Brick halls
Big rooms/aparatus/main
We use the turn left only strat from the start and it helps a ton. Thanks for the door tips
I had no idea about this but thanks, this should make my work as a Mission Control/Terminal user to be easier for me so I don’t have to spend unnecessary time with one crew member to guide him back and leaving the other ones in a sticky situation.
There doesn't need to be a door in the frame for you to tell. You can look at the frame itself, the frame is off-center on factory maps. On mansions i think it's the same on both sides.
Oh this is super helpful! We're always finding new, weird ways this game works.
I extend my heartfelt gratitude for the enlightening tutorial you have provided. Your guidance has proven invaluable, and I am deeply appreciative of the knowledge you have imparted.
Thank you so much! I have a strategy of looking through facility with a friend who knows the way, but when they get killed... Unlikely that i'm finding the way out. This strategy loooks like it will help a lot❤
Thanks for the tips bread!
Truly a great asset to the company
Door opens away from you = warmer.
Door opens towards you = colder.
if the door swings in, your going in, if the door swings out, your going out.
This is actually really helpful, God Bless you and thank you for the help!
I've had my suspicions about the doors for a while now, thanks.
Even though i maybe won't find you again, i'll leave a sub because this is something really useful for me.
interestingly the mansion method actually extends to the doorframes themselves even if they don't have a door:
every doorframe has two sides, one with a ridge running around the frame and one with a groove, and the ridge always points in the direction you need to go to get to main, barring loops of course
Thank you this will help me alot when I inverse in
that's insane. gonna use it whenever i play solo or duo with a friend. I love mansions and this is very helpful tip
You’ve earned my sub for sure, thanks for helping a newbie out
Thank you so much for the mansion trick, it'll really help ^^
Subbed for the left-right wall hugging tip
Didn't you have like 2k subs like 2 weeks ago?
The Bread man is growing, he is spreading.
You can also do what I do, and sprint through the facility wildly looking for pois, then realize I’m lost and spend the rest of the day finding my way back
This is a game changer for sure, omg thank you 🙏
House of doors, take me home.
Steel and bricks, not as fast!
Brick to brick, bags are full.
Grate on grate, I've got a crate.
Loot and grating, feets escaping.
Bread, you baked me 2 great guides to this day, this one here will help me. I'm two different groups' navigator, they'll thank you for the tip.
This is some minecraft stronghold end portal locating type stuff
This is such a fantastic mechanic, that, if unintentional should not be changed at all. You need a level of calm and collectedness if you’re running from shit to analyze what direction to go from doors point esp on facility
This is huge! Thanks for sharing this trick man
Amazing video you deserve more views!
Following the direction the doors open is super similar to speedrun tech used in minecraft strongholds, cool to see it pop up in another game!
Hope the dev keeps these, as they are really helpful navigating the mansion (not so much on the facilty)
2 other tips:
1st is kinda obvious, but if there's 3 branching paths from the main door (3 doorways without any of them being bricked off) then 2 of those paths will be relatively short and end in dead ends while the 3rd one will be the longest and most confusing one to navigate. I always look for the 2 short paths first to grab loot incase the 3rd one gets too confusing.
2nd is something i NEVER see anyone do or think about, buy spray paint and draw lines or arrows at each turning point that you can follow back
Man you’re awesome
You saved a lot of my time, thank you
this is so big brain.
Thanks for sharing!
This reminds me a lot of Minecraft Stronghold Entrace finding technique!
Its very similar, based on how the doors are place in each corridor (flush or inward on a block).
Wouldn't even be surprise if the mansion generation is very similar to Minecraft Stronghold generations
you can also check the handle. left will swing outward, right inward
you can just look at which side is the handle on the door: left-its going to the main, right- going away from main
This is actually useful.
To me, knowing some mechanics in the game explained well by others makes for a whole lot better experience overall.
The comfort of knowing, despite the lack of experience with said knowledge.
I thought that it is one of those funny scared reaction videos as usual. but in fact, this is one of the informative videos out there. Thanks.
Please never change this, dev....
B2B - Boy on Boy
G2G - Girl on Girl
G2W - Got to Wank
It’s like magically finding your Minecraft base from 5,000 blocks away. Just remember landmarks.
on mansion the door handle can also be a tell tell sign if the door handle is on the left its towards main if it is on the right its going deeper in the mansion
If the knob is on the left it’s going towards main, if it’s on the right you are going deeper in or going in a dead end
Very helpful. The worst thing is when you and your friends have a bunch of loot on you and you end up lost in a "Hello Cleveland" situation.
the fireman methid is hug left or right wall at all times.
a left sided search is hug left wall to go farther in and turn around and hug right wall to go out, same for a right sided search but hug the right side to go in turn around and hug the left side to go out. bam! never get lost agian ever!
guys please watch the whole video before commenting about the door handle trick!!!!!
This reminds me of how minecraft speedruners locates the end portal in the stronghold
DUDE I HAVE A NEGATIVE SENSE OF DIRECTIONS!! Thank you so much i am dying to learn ALL of it :O ❤❤
Was already doing wall hugging but the door one is actually insane
Ive actually never noticed that. Well done! 👍🏽
See I love playing the games I love and learning small things like this. Although I can see how it may ruin an experience, I have so much fun learning why the game does what it does.
This will save you some time: on mansion tiles - you dont need to open the door to receive info, just look at the handle, if handle on right sight of the door - you going deeper, if handle on left side, you going to main. Edit: Oh you said about it later)
this makes the inverse teleporters actually useful!
So basically, trying to explain what I got from the vídeo in another way: the door opens towards the room thats has a connection (another door) that leads in the way of the main entrance. If the door opens towards that room, there will be another door (or an arch, you know what I mean) that has a connection (or line) going in the direction of main, its just like if at every dead end you draw a line, and this line goes through the doors, opening then towards the correct room you should be
So helpful omg 😮😮😮
Thank you for this!
I rarely get lost but when I do, it’s the most hopeless feeling ever
Me learning about all the mechanics of Lethal Company even though I don't even own the game
thank you for the vid it was really helpful
Lemme help everyone out here, you don't need to "Open" the door to figure out which direction to go, look at the door nobs, if the door nob is on the left the entrance is through that door, if the door nob is on the right, it's not through that door, this works on all interior locations in the game.
There is some other ways to determine too, in the "facility" tiles the bars will always be curved outward towards you going in, and pointed away from you going out, (there is always multiple ways to determine which side of the door you are on) but the left or right door nob method still works the same way in that area so its probably more helpful to you to go with the door nob method regardless since it's easier to remember a detail that is always the same.
He talked about door knobs in the video
Just look at the door handle, if it is on the right, its wanders, if it is on the left, it leads to entrance. You do not need to open it to tell.
Also on facility it sorta works, but since there are less doors and more halls, its harder to tell.
oh , i shoulda watched the whole vid first, mb
hey great video!! thanks a lot
how do you make the game look so clear? in my case it always looks dark and with a foggy effect even indoors.
thank you. i hope this may prove useful
just started this game so this vid will help a ton, but how are you able to have this body light thing going on to light up your surroundings?
Thanks for the guide bro!
2:22 imagine the door swinged in
This is huge, thank for sharing❤
what a champ. thanks for the tips
you sir, have just saved my life