安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






elements are well reflected in the interlocking puzzles.You are so intelligent!
subsribe NOW!!!!!
last jump frustrating.
if I managed to miss everything on the way down.
I caught something on the way up (exept last jump, of course)
eg grating, observation room, angled panels...
or did I miss a different way ?
some varied ways to climb, good.
mainly using gel, appropriate for this game.
(amazing a lot of portal 2 community maps with hardly any portable areas.)
Thanks :D
I'll look up your map! Sublte Advertising 10/10 would play! ^^
That's why I write into the Description of the map:
"Buttons to stand on are CHECKPOINTS.
When falling down, use the Lasers to respawn at the CPs up there."
This means, if you fall down, just kill yourself in the laser, and you can retry from such a Checkpoint. No need to climb up a part you already did! :)
The game itself is a frustrating almost "jump-only" mess with no logic involved. This maps it's about the same. Sorry don't like the game, don't like this chamber.