The Ninjaneer Posted April 11, 2018 Share Posted April 11, 2018 A few players and I have noticed that the strafejumping may be explained too little for people that are new to that kind of thing. A top down view on the drawboard that shows inputs, or even a gif may help Also making the floor lava with taking into account that there are varying jump distances, makes the trial excessively hard and that comes from a TF2 player with 688 hourts on record+ recently finishing quake 1 and + and picked up champions again (took me 10 minutes to notice that its moving inward to the turn and not outward and further 30 to complete ). I would suggest scrapping the lava floor for a lava wall behind you closing in, you still need to strafejump to stay alive, but it could also include cornering, and it keeps the guessing of jumpdistance away for the next lefel until the player is more femiliar with strafe movement. Instead of throwing everything at the player at once. Link to comment Share on other sites More sharing options...
Protex Posted April 11, 2018 Share Posted April 11, 2018 The main premise of this game is based on the children's game, 'The Floor Is Lava' so it would surely therefore be a bizarre choice to change the main feature of the inspiration? Link to comment Share on other sites More sharing options...
janusfenix Posted April 13, 2018 Share Posted April 13, 2018 Yeah, I think that level was the one that cemented in my mind that I'm never going to bother mastering strafejumping - for a game where the main gameplay hook is 'make precise jumps', having to worry about whether I've wiggled left and right enough before jumping, is entirely unappealing. Link to comment Share on other sites More sharing options...
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