[Map][Beta] Old Factory Beta 1

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Postby torus » Mon Jan 19, 2009 1:30 pm

The solution is simple. Don't make the stairs non-solid (unless they are misc_models, in which case use a playerclip over them), and put in intermediate player clip stairs, so the actual stair height is only half.

I'm sorry, but how it is now is completely un-noob friendly, and really annoying. If you lose momentum on these stairs, it takes far too long to start up again.
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Postby [-z-] » Mon Jan 19, 2009 7:10 pm

torus wrote:I shouldn't have to. A mapper can make stairs that can be run up, as well as jumped up. It all depends on the size of the gap between the stairs. Here, I'll be(t ?) Sev just made a ramp over the stairs, which is really annoying.


Far too generalized. These details you may consider errors are nothing more than tricks that require more out of the player. By changing the time dimension of a path, the mapper creates a new risk involved in a player's next move.

Slow stairs to an important object such as the mega health make reaching that goal all the more intense.

I smiled when I saw these ridiculously slow stairs because it teaches the player how to move away from the beaten path and challenge their movement skills.
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Postby C.Brutail » Mon Jan 19, 2009 9:00 pm

I have to disagree. A stair is a stair. A slope is a slope. A gap is a gap (there you realy have to laserjump).

Btw realy nice map from the shots, too bad I don't have a single minute to test it right now (for the next two weeks).
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby Alien » Mon Jan 19, 2009 9:02 pm

C.Brutail wrote:I have to disagree.


With whom?
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