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Too many portals and secret doors with almost invisible buttons. Might be fun with a human but not with bots, who seem to be confused all the time.
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Oni
unregistered
#6 26 Oct 2002
I like the map dude..always liked Egyptian-themed anything...good job.
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gorilla
unregistered
#5 22 Jan 2001
I found that when I played the bots were hanging by the secret room for a great deal of the time. It's a nice asthetic though and the connectivity seemed really good, but the bot problem should be addressed.
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Futo
unregistered
#4 22 Jan 2001
Hi!
A switch works with the entrance to the upper floor and both of the operation of the trap together.
It is to wait for a while to avoid emptiness if therefore it is moved to the upper floor. If it does so, you take QUAD safely, and you will be able to act violently on the main floor.
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Futo
unregistered
#3 22 Jan 2001
Hi!
A switch works with the entrance to the upper floor and both of the operation of the trap together.
It is to wait for a while to avoid emptiness if therefore it is moved to the upper floor. If it does so, you take QUAD safely, and you will be able to act violently on the main floor.
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Deathmonger
unregistered
#2 21 Jan 2001
The more I play this level, the more I hate the upper section! I have to hit myself with a QUAD rocket to get out of the void! If you'd solved that this one would have been a great map.
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Dagwit
unregistered
#1 20 Jan 2001
This is a nice little map; unfortunately the portals can cause a sudden halving of the framerate when you look in their direction, even if you're standing on the walkway round the jumppad (liked the jumppad/drain, incidentally) and have no direct line of sight to them. This doesn't help to make the gameplay any smoother. I'm not up on the technicalities of portals, but I would guess the distance at which the portals start to fade in their view (and therefore the engine has to start drawing the part of the map they see) has been set far too long.
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