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But otherwise, the map was pretty damn huge, very enjoyable & absolutely well done!
I liked the hidden Hammer room
I think I found the old friend---maybe several and I was rewarded with some jammin' radio for my curiosity...but I never found the party
Fun to play, even if I didn't get all of it myself.
Second, they are called flings. In this case, it is a fling across.
Third, by now people know all the controls of the game. You don't need to teach them about things like zooming.
@_galaxy not quite - though the solution video is in the description if you need a little hint. funnily enough, I had thought I had fixed that solution; clearly the preventative measures fell a bit short
Pretty sure this is not intentional but I found no other way haha.
the map is amazing, I would have given some feedback but it's already 3am here :P
One nitpick about the visuals: Might wanna look into the controll room in the last area - there's something rectangualr clipping through the window.
@Madeye I didn't really ever give the cubes a second thought if I'm honest; I'll look into that method for next time!
Overall fantastic work though, well placed as second. 9/10
https://youtu.be/o4ctmSd73T4?t=35m36s
Blind Run: https://youtu.be/v28Y6EXK7_c
@n/a I gave it a shot, unfortunately it made a wide enough gap for the player to fit through above the railing and below the panels, meaning they could put a portal down and fling to the exit :(
Blind run: https://www.youtube.com/watch?v=64BAZBAzPsU
Thank you very much
@zeo1337 thank you! Yeah, the cleaning gel can do that sometimes. Really annoying. I would've preferred not to have used it, but it's a must in the event where the player coats the entire lower floor area in gel, meaning they can't rest the cube on a portalable surface to get it into the laser
@TheCompanionCubeGuy thank you! As above, yeah, cleaning gel is a bit annoying like that. Can confirm there are a few easter eggs too - three to be exact. One involves an old friend, one involves a party, and one rewards curiosity! Explore away ;)
@n/a @quatrus funnily enough, I tried my best to make sure that getting down to the white floor area under the panels, via bounce gel placed with the angled panels, was impossible (which is why the railing goes over the stairs and connects, instead of stopping at the edges, which would've opened up a gap), and I was almost certain the player couldn't get enough speed to fling all the way unless the panels were angled and out - which also served to block the player getting down there . Unfortunately, if it's still possible I don't think there's a lot I can do to stop it, beyond what I've already done. Ah well! Fun fact: the last jump does actually have a trigger_catapult, just to be sure that the player will always make it if they do the last move correctly - but it only triggers if they have a portal in the lower, wider portalable area
My playthru was done before you had patched that shortcut. :)