Thanks for playing my map, sadly I didn't know where I could hide a Janitor TG on this map so I didn't place him on it. If you wanna see something cursed, check out the map in the editor and see how i did the water mechanics. Its horrendous and most likely the cause of the lag.
Well done man. You often include a great novelty and this was no exception! I was disappointed in how they used the rising water in the campaign so it's good to see someone figure out a fun use for it!
And as to keep tradition you managed to choose exactly the path thats supposed to be the big climactic finale as your first path so it was much easier :P
Unfortunately the water mechanics were peak me tryna fit a square peg into a round hole. The devs intended this mechanic to be used for just a cutscene towards the end of their campaign but as always I thought: "what if this was the entire map's thing". So as you saw while playing its quite janky with the animations but the water death zones are always properly timed. You actually have 15 seconds per elevation level to get to safety, so 30sec total after hearing the loud blaring alarm.
It's great that you found a way to apply it outside of that cutscene. As a mechanic, it definitely has potential for interesting map variation, even if it lags at times.
Your laugh as they "drowned" in the first minutes was hilarious
Thanks for playing my map, sadly I didn't know where I could hide a Janitor TG on this map so I didn't place him on it.
If you wanna see something cursed, check out the map in the editor and see how i did the water mechanics. Its horrendous and most likely the cause of the lag.
Well done man. You often include a great novelty and this was no exception! I was disappointed in how they used the rising water in the campaign so it's good to see someone figure out a fun use for it!
And as to keep tradition you managed to choose exactly the path thats supposed to be the big climactic finale as your first path so it was much easier :P
reminds me of a certain Starcraft 2 Campaign map
Unfortunately the water mechanics were peak me tryna fit a square peg into a round hole. The devs intended this mechanic to be used for just a cutscene towards the end of their campaign but as always I thought: "what if this was the entire map's thing".
So as you saw while playing its quite janky with the animations but the water death zones are always properly timed. You actually have 15 seconds per elevation level to get to safety, so 30sec total after hearing the loud blaring alarm.
It's great that you found a way to apply it outside of that cutscene. As a mechanic, it definitely has potential for interesting map variation, even if it lags at times.
I AM SPEED