Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem









5) a lot of core puzzle elements have been lost, most notable the turrets and the faith plate, and the puzzle just feels a lot more tedious overall.
aside from that, the map doesn't look too bad and definitely had some potential, but i feel like it may have been a bit too rushed.
(also please read the pbr asset pack that rip rip rip posted's description. she didn't make them, she only made the port. please credit it correctly 👍)
1) the fog is very very bright and not thick enough to cover up where the geometry ends. it seems very thick as the map is boxed in with a huge skybox. but making the props cut of in the fog would've probably helped a lot.
2) the bright fog makes some elements difficult to read, and some of the geometry gets in the way of important sight lines that help the player see the puzzle clearly. it was honestly difficult to see that it was laser chaining at some points because of how cluttered some parts are
3) the lack of floor makes the map very unforgiving, especially when it comes to the flings which you can mess up on fairly easily (which i did multiple times, the map would've heavily benefited from some scripted momentum triggers)