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Curdy Lemonstan
Jan 25, 2012

by zen death robot

Payndz posted:

The FAQ makes it sound like they included an 'invisible wall' feature (Q9), which will be a relief if you like creating maps that aren't surrounded by massive vertical cliffs. Making sure you've blocked every possible point from which a smart-arse player can climb onto a crate or a fence or a barrel or a truck and jump over the intended boundary of the map could take almost as long as building the map in the first place.

What the hell are you talking about? Jumping from crates out of the boundary of the level itself is intensely satisfying, over-use of invisible walls is basically one of the worst things to happen to level-design, alongside using few objectsover and over, and way too complex sorroundings instead of clean geometry where if you can see it, you can get to it. Plus variation.

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Curdy Lemonstan
Jan 25, 2012

by zen death robot
I jumped from a hangglider to the top of a radio tower, took some circling but it sure did make me feel like a proper badass.

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