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Punching Through - Egg Hunt Edition
   
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Difficulty: Advanced
Mode: Sprint
Tags: level
File Size
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3.944 MB
Oct 27, 2019 @ 11:40am
Oct 30, 2019 @ 4:04pm
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Punching Through - Egg Hunt Edition

Description
Nobody asked for this,

This modified version of PT requires you to trigger all 15 of the "secrets" (or Easter Eggs, if you prefer) to exit the level. They can be triggered in any order.

Completion requires basic gripflight as a mandatory skill - as well as patience and a willingness to explore if you don't have a ghost to follow.
Popular Discussions View All (1)
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Oct 28, 2019 @ 2:14pm
PINNED: Hints (contains spoilers, naturally).
Winter's Crescendo
4 Comments
Sperzieb00n Oct 31, 2019 @ 2:01am 
yep, i would just keep this map as it is, and improve in a new map, i'm not sure if its worth reworking this judging how little people have still played it
Winter's Crescendo  [author] Oct 30, 2019 @ 2:42pm 
Backtracking I can work out by adding some teleporters to make the level a 2-way loop. That's an easy fix that can be done without submitting a new workshop entry as it wouldn't block any existing replays.

I think the first are last comment are sort of inter-related. The 'eggs' were just random ideas and memes I threw in while making the normal sprint map when I needed a break. The only one that was really planned was the "Eye", and I guess that's reflected not just in terms of what the eggs are, but also their quality and placement - the Eye is one of only two that are visible from the track in normal play. The picture is a really old meme though, I don't think anyone would recognise it if I car'd it.

I'll make sure to plan the eggs (and their placement) out from the start for the next one. I'm thinking of using the vending machines for that as they're easily visible when you have line of sight, and can be coloured to contrast with their surroundings.
Winter's Crescendo  [author] Oct 30, 2019 @ 2:37pm 
That's fair. I was using the stunt area discovery thing to identify when you've found something, the trigger boxes are identical to the discovery boxes in terms of rotation and size and are all one time triggers. I've seen levels that have floating text (like the tutorial text) to explain objectives, I could probably do something with that to give the player a count on a regular basis. I don't think having it on screen all the time would be useful, and the text on the car isn't visible if someone's using the encryptor or interceptor. If I rigged something to flash up every 20 seconds or so?
I guess an alternative would be to copy the counter into other parts of the level, like billboards. I'd need to spend a lot more time on the animation for that though, the masking trick I'm using at the moment wouldn't work against an actual background.
Sperzieb00n Oct 29, 2019 @ 8:47pm 
first, i like your creativity on some of the map details and easter eggs, also as a sprint it feels pretty ok, although there are some problems:

- bad consistency between objectives (one time its a car, then its a picture, for no reason)
- there is nothing to indicate an objective has been caught, unless you return to start
- no room for backtracking since you teleport back to the beginning
- some objectives have way too much text (its always better to convey information without text in games like these)