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[SP] Broad Ratio

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josepezdj wrote:
lpfreaky90 wrote:
This one is actually pretty easy to solve, just make the corridor a tiny bit smaller, for example, add 64 units of water in that little corridor before you have ground, that should solve it ;)

No, no, no.... it's even easier! You only have to add some black textures near both edges of that door(?) with the fizzlers preventing the player from getting near and jump to its ledge. Simple

Easier way is only retexturing white wall to black wall texture and retexturing black wall (that opposite to older white wall) to white wall texture. :)

warnightify wrote:
This is unfair, would you solve it with unintended solution when there is an intended solution?

I honestly thought that was the intended solution! And a creative one at that.

Nice Map, i enjoyed playing it. Everything work. Thanks for mapping this.

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Here's my speedrun of this map. I like it, it was fun to play and a little tricky in places.

Very nicely done... Thanks for creating.

This map was quite enjoyable. Here is my blindrun of this map:

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(Link: http://www.youtube.com/watch?v=FqhCd7C6i20)

lpfreaky90 wrote:
Spoiler
The final laser relay that opens the door also keeps the fizzler in front of the hard light bridge opened :)

am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-

nebbia88 wrote:
am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-

I didn't post any video's in this thread :lol:.

When I played this map there was a laser catcher, it had the 1-dot, 2-dot, and square signage. So aiming at that laser opened the door, disabled the fizzler between the rooms AND the fizzler in front of the hard light surface!

Hope that explained ;)

nebbia88 wrote:
lpfreaky90 wrote:
Spoiler
The final laser relay that opens the door also keeps the fizzler in front of the hard light bridge opened :)

am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-

The origianl way to use the light bridge to get across still works just not all the time.I had to reload a save 4 times before the fizzlers worked right

Cool map. :thumbup: It looked nice, though the white rooms were quite blinding... 8)

I didn't really have any issues (V1.2), and I always like a good fizzler based map. The last chamber was a tad on the easy side though.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
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