Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
Aperture Tag does have a different playstyle because gels are what you control directly instead of portals so some techiques are tolerable there than if you tried them in Portal 2. I don't mind reflex that much in this kind of game/mod as long as the challenge is reasonable but I felt that some of your maps went overboard and trying to design maps like that in PeTI isn't the best.
This map can be a bit frustrating, checkpoints cant deal good with this... When is tested this map 6 or more times i died on some parts but that was because i jumped to fast or to slow.
All jumps are calculated but some of then are hard, i didnt see these jumps on any map so i wanted to see how they gona work. I learned from errors of this map ty.
here's a challenge for you : make a map with NO laser fields or goo.
then - I hated it! after you get your paint, those jumps you have to perform are just rediculus! some are too hard and some are just impossible! I was even wondering if you've playtested the map there! I just noclipped the some of the jumps including the ones in the last room. and yes, I tried to make these jumps (and managed some of them) but with god mode turned on, because otherwise I would have spent more time for the loading screens, than for actual playing. Look, it's clear that you had a great idea and wanted to show it off, but it seems this idea doesn't work. When you play-test your maps, make sure that you can beat them 5 times in a row without dying. that way you'll know that they can be solved properly.