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






Couple problems:
-The blue gel dropper only turns invisible rather than doesn't exist in a certain mode because I got trapped.
-You can get stuck without the light bridge activated.
Advice:
-Magnet portals.
-Align things better (excursion funnel).
-Make the jump more easily landable to the exit.
Regarding the white glow, I read the comments. Not your fault.
There is a soundscape: TestChamber.Industrial_clean_04a
I noticed you also seemed to have forgotten a soundscape in these chambers. Worse yet you forgot some autosave points, which could partially explain the rating of this test.
Good job, it was hard. I enjoyed the challenge.
What what is and when and where what is when and where took a long time to figure out.
Funny thing, I got stuck up the gel tube TWiCE when it wasn't there. First time I was just in the tube but didnt see the tube cus it was invisible. And the second time I flew up in a small room above the tube. So that was freaky... :D
What Now?
The entirety of the duplicate chambers are probably necessary so the triplicate cubes can each move with physical accuracy within their respsective chambers.
Then there are the triplicate entities to provide continuity (triplicate cubes tied to the originals, triplicate lasers, triplicate catchers, triplicate buttons, triplicate paint droppers, etc). Needless to say, the game has to keep track of and render quite a few things.
Each chamber also exchanges i/o with the others.
The glowing white color comes from the world portals I use. They aren't the stablest of entities and that's one example of them screwing up.
I didn't have to climb a cube to reach the button, but I did try it when I made the map. Falling from the funnel wasn't the intended solution (the intended one has you standing by the door and placing the funnel then.
As for the refresh. I have a lot of i/o going on, so my timings might be a bit off.
• Use funnel cube toward airborn button, then CLIMB on cube to reach;
• Funneled cube to roof button, dropped from funnel to reach exit;
• Map's geometry requires button-press to refresh state; doubtless a technical limitation, but aggravating;
Again, I absolutely love the concept of the map, but it's just not ready for prime time yet.