FAITH (mood3rd's idea explored)
16 Comments
< >
stormsend  [author] Sep 17, 2013 @ 6:09pm 
Some small edits added to prevent shortcuts.
stormsend  [author] Aug 10, 2013 @ 8:40pm 
Thanks for playing. I could see that you had trouble with the first part because you didn't figure out why the cube was suspended like that. That would have mad it so much easier for you. But you solved it so as I always say, any port in a storm. See ya round the workshop.
Luc1aNo Aug 9, 2013 @ 8:36am 
Well, didnt liked it, my blind run http://youtu.be/MRyaEh2PYnU
stormsend  [author] Aug 1, 2013 @ 2:13am 
Who's In Charge Here

Test volunteers needed.
stormsend  [author] Jul 15, 2013 @ 1:21am 
Thank you kindly. Glad you enjoyed this.
daloboy Jul 12, 2013 @ 10:54pm 
Hi stormsend. Nice exploration!
stormsend  [author] Jul 6, 2013 @ 6:50pm 
I wasn't thinking about being able to do that. The side walls are black and I assumed you lost that flexibility. I may edit one out in the future. Thank you.
Prototype Jul 5, 2013 @ 2:55am 
I know you said the second cube is there to reset the other cube, but correct me if I'm wrong, could you not just pull the cube back with the funnel? (or move it side to side etc.) Anyway, good map.
stormsend  [author] Jul 4, 2013 @ 4:38pm 
kimist The second cube is there if you need to enter the laser prison to reset the other cube. Sometimes it falls off the button.

MYR (MC) Thanks for playing.

Jade BGE Thank you.
Jade BGE Jun 30, 2013 @ 3:24pm 
I understand now. Thumbs up!
kimist108 Jun 30, 2013 @ 2:08pm 
Finally got coordinated enough to get that cube on its plate. Didn't use second cube.
mood3rd Jun 30, 2013 @ 11:51am 
stormsend
you are welcome for any help.
just had another look.
you say you can't extend them any further.
the answer is the space in between.
as you walk from the entrance, you turn to early.
if the turning was a tile or 2 later, you could then move the wall they come from,
towards the center, to hide them properly.
the 2nd one, should not be needed.
but if you want to keep it.
you could move that wall, towards the 1st one.
as it is, seeing them to me, spoils the effect.
as everyone knows they are there, they might as well be completely visible.
your map, your choice.
stormsend  [author] Jun 30, 2013 @ 11:04am 
Thanks Jade BGE. I had left in a shortcut around the funnel. No longer there. Please try again when you have time so you won't miss the complete experience.

mood3rd I put in a couple angled panels at 60 degrees in place of the grids. The bridge itself is not visible but there are places where you can see the mechanism at the back of the tunnel. The tunnels are as long as possible now. I am satisfied with the effect because you will be walking on air for a while before you can see anything. I hope this doesn't upset other mapmakers who would want to use it without the testee knowing how it's done. I appreciate you sharing your time.
Jade BGE Jun 29, 2013 @ 4:00pm 
That was strange. Only because I didn't understand one aspect of it and that was the business with the funnel changing between orange and blue. I never did anything with it so I wondered why.
I enjoyed checking it out. Thanks
mood3rd Jun 28, 2013 @ 6:13pm 
stormsend
just had another look.
1 light bridge will do the job.
with the angled panel I mentioned, you don't need all that grating.
when using the light bridges in this way.
when they 1st turn on, their is a flash visible of light bridges for a second.
if you do it on furture maps, where the player would see them.
plut a 90 degree angled panel in front of them,
that is activated by whatever activates the light bridges.
the angled panel is slower to undeploy, so they dont see the laght bridges.
mood3rd Jun 28, 2013 @ 5:54pm 
stormsend
thumbs up.
of course you can use the light bridge idea.
but it is visible.
to make completely invisible:
move the light bridge emitter further away.
I placed mine as high as possible, so they have trouble looking into where it is.
& also put a angled panel in front of it.
angled just below 90 degees (can't remember exact angle)
& place the angled panel under the invisible part.
on my map, I needed the player to be able to jump up through the light bridge.
but jade told me of someone else who used an invisible one.
mentioned on my description.
theirs you cant pass through it.
but it is quiet.
for this map, it would work well.
he used a rail platform at the end away from the emitter.
going towards & away from it.