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You like that idea? Try out these two creations:
http://www.steamcommunity.com/sharedfiles/filedetails?id=95589037
http://www.steamcommunity.com/sharedfiles/filedetails?id=183389125
Another great map!
Autosaves are a common complaint for this map. Couldn't find feasible spots for them. Best advice is quick saving and quick loading (usually F6 and F7 respectively).
F6 is your friend. I try to keep BEEMOD and official PeTI objects separate.
I like how WGS's maps tend to use elements in ways not originally intended, to good effect. Makes it worth the time and effort required for these maps.
That section does require some reaction time. Before I expanded from that section, I tested to balance reaction time with making sure an appropriate number of passes occur to see if it would be frustrating or fun.
Think of it like a swing at a playground when you were a little kid. Each kick as you get the right rhythm will progressively make you go higher and higher. Also remember that GLaDOS said "momentum...is conserved between portals".
As for the remaining map - "forget-about-it".
Still, good work.
I was considering that.
Hello, test subjects, check my three test chambers: http://steamcommunity.com/id/Asderios/myworkshopfiles
I updated my map sorry for the time lost.
Could you try out mine?
http://steamcommunity.com/sharedfiles/filedetails/?id=145582885
Would you mind trying one of mine?
http://steamcommunity.com/sharedfiles/filedetails/?id=144007684
The problem that causes deaths of the light bridge jump has been identified. Trying to work out a solution but coming up empty with something practical.
Every glass and grate piece was needed. I tried simplifying it but turned out exploitive. The current "mess" prevents all exploits I could find.
The pedestal buttons that drop the cubes are there just in case of accidental trapping. I ran through this several times before release and found some trapping occurances and remedied them.
The jump through the fizzler of the redirected light bridge I did run into a few awkward jumps that didn't work, killed me, and yet I had no idea why. I think you may have spotted the cause. I'll see if I can fix that.
Sorry you felt that way. I'll further fine-tune the design.
My patience wore thin not only by trying to see through glass/grates/&fizzlers for some element I might be missing but also from the poorly placed glass that kept blocking my jump to the 2nd light bridge effectively killing me some 6-8x. By the time I had to place a laser cube in the correct position (which otherwise would have been an enjoyable element) I was looking for my no.2 pencil to stab myself in the eyes.
My eyes and my patience were more taxed than my brain.
There's too much visual redundance in this map. There's no need for much of the glass, fizzlers and grates. The map could be visually simplfied tremedously and be better for it. There's no need to see elements like the button you use to drop the laser cube at the beginning of the map, no need for grating in the area that connects the first to the last room along the water element, etc. This just misdirects the player with what they should be focused on by creating visual clutter.
http://www.steamcommunity.com/sharedfiles/filedetails?id=72496037