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
							
						
 
											 
													







A long jump from the wall before it will get you straight to the next checkpoint
My only issues are that at the very first jump you can't see that the blue is to the right until you've already commited to the jump (maybe make a blue extension that can be seen from before the jump or a faint blue arrow), and that the portal to the end is blue when we just accepted orange and there's an orange portal above it (which admittedly I didn't try to reach). Either make the orange portal after/above the blue one the true goal, or make the true goal a green portal, just to fuck more with the player.
That said it lacks some of the proper visual cueing that 'illusions' uses to set up its obstacles before hand so they didn't require memorization to pass.
The very first jump doesn't give you a clear view of the track ahead of time to actually know where you should be aiming for or any kind of understanding of the whole "don't trust orange" message, at least until it's already too late.
The vertical transfer doesn't really have any indicators that you should be aiming for the tower climb either, I honestly figured it out by accidentally hitting the checkpoint and getting respawned on the wall.
I honestly feel like this level relies to much on both prior knowledge of the track and having played 'illusions'. Otherwise it was a fun challenge track with a clever theme.
10/10 would play again.
But in all seriousness, this map is great. 10/10