The 2nd GB (before the 1st tele) is followed by a PJ for additional ups.ZeeL wrote:I wonder why do you sometime do a plasma jump after some GBs ?
dqopb wrote:The 2nd GB (before the 1st tele) is followed by a PJ for additional ups.
The 3rd GB (1st affter the 1st tele) is followed by a PJ for additional ups and additional height (otherwise I couldn't get the next GB on a higher floor due to low height of falling).
The 4th GB (at the YA) has a plasma SHOT following, without a jump. That's because I couldn't jump immediately after the GB. If I did, I would hit the wall, because the speed was too big for that place, and the direction of the speed hadn't been turned enough yet. So I had to spent a couple frames on the ground, to lose spare side velocity by friction. I need that plasma shot to cover the small gap between YA and the next pad.
The 6th GB's PJ is the most interesting there. If I didn't do a PJ there, I'd land from the jump soon after the PG in that corridor. In this case I'd next do a GB+PJ before the climbing along the wall, but it would be too far from the floor's edge. So it would make the PC along the wall much weaker. In other words, the 6th GB was needed to cover a greater distance, to start the wall PC further.
Plasma shot on the wall before taking the PG was for a few additional ups, as well as for easy taking the PG.
The 7th GB has a PJ followed for easier climbing of course.
The 9th GB (on top of the plasma room) has a plasma shot to the wall in the middle of the GB. I don't remember the numbers, but the additional ups were pretty important there too.
dqopb wrote:Behold hehe
bunny wrote:u can save the first rocket at start bro.. just sayin
e: u dont need a single rocket for the shtart
bunny wrote:well im not willing to start scripting a map somebody already did as well as u (really good job) but i meant this shtuff
bunny wrote:well im not willing to start scripting a map somebody already did as well as u (really good job) but i meant this shtuff
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