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Сообщить о проблеме с переводом
Btw M1sfortune, there is actually a small ramp in the bright room leading to the last teleporter, that will get you over the spikes if you don't jump. From what I've seen though, most people jump before the ramp and run into the spikes anyway.
Edit: Cleaned up some off topic stuff
Could also do with removing the signs behind the arrows indicating the transition to a wall jump. They're what's making the arrows hard to see.
The map starts off fair and simple, though certain parts are obscure and hard to see, such as the first arrow in the very first transition to the side ramp. It's also difficult to see some of the knocked over pillars/barrels during the early jumps because they blend into the background too much.
In a later transition leading to the long yellow tunnel, it's impossible to tell that there's a transition involved making for a cheap death, because all that can be seen is the yellow barrier (which the game has taught us to jump over every time we see them), and I can't see where to go after that hop until it's too late and I'm careening off the ledge.
The final yellow long tunnel (just near the end) is near impossible to see the spikes coming, and they come too quick to react. A small ramp, slower spikes, and darkening the lights would help this section a lot.
Just ned to turn down the graphix, it was 7 FPS.