![]() At least have the decency to replace that with a bottomless pit so we don't have to be 100% perfect at every single pixel-perfect jump and shot in the entire goddamn room. If you're going so fast that the landscape sends you flying off the sides if you so much as twitch wrong or gets you killed because of quick and repeated runs through unavoidable laser death.ĥ. Volt Speed can, hypothetically, make it possible to reach the end of the room in time, but it can't, because of 1. The timer isn't just unforgiving, it's outright impossible to beat if you can skip a whole quarter of a race and still be too slow.Ĥ. I've gotten to the end of the room twice, only to see that the door was already fully closed, even though I skipped the last 1/4 of the room with a few careful jumps. I don't even know how to factor in the goddamn lasers into that with the Void laser challenge room at least you can kind of avoid them if you try, but this time all the lasers are just in the way so how that adds to overall time-wasting, I don't know. ![]() By my estimation, the room is at least twice as long as any other challenge room, given how much zig-zagging has to be done. See above Re: forcing people to take things as slow as possible in a race against time.ģ. Shred's puncture helps a bit in this respect, but it still requires precision shots in order to take them out. It's even more of a F***-You when you take into account that the laser plates are hidden behind things, meaning you have to either be directly up to the laser to be able to see them or actually have gotten PAST the lasers to take them out. As if the uneven terrain that threatens to send you flying off the side uncontrollably wasn't bad enough, you have lasers that FORCE you to stop and shoot them out or take tiny controlled jumps around them that waste all of your time. You never know when you jump at a wall if it's 1) going to work or not, meaning there's a 50% chance you'll just jump at the wall and end up staring at it on your way back down to the floor and 2) if you're simply going to decide to wall run or wall climb, meaning there's a 50% chance that instead of reaching that first branch so you can start the room properly your frame won't suddenly be flying through the air instead, falling into the long tunnel under it all with the aforementioned fiasco of a F***-you fan.Ģ. I use the word 'F***' merely for emphasis here. If you try to sprint off the edge, you fall into the dip, roll, and fly straight off the edge into the stupid fan that results in an instant failure because it takes so long to get you back to the start that the timer runs all the way the F*** down before you can salvage anything. This is particularly bad just before the first big jump leading to the middle of the room, the one after the vertical push: the tree branch dips down, then back up just before dropping off for the jump. If you're going to force us to run as fast as possible, then don't force us to also stop to a crawl every five goddamn steps. But the floor is so uneven that when you try to run the slightest bump in the ground causes you to fly off a ledge when you land and roll without being able to stop yourself. Challenge rooms need to be completed quickly, obviously. Here's a few reasons why the challenge room needs to be seriously altered.ġ. ![]() ![]() (I can already hear the A******s lining up to say "ur just not gd enuff lol", but I won't dignify them with a response.) No other challenge room has resulted in a failure more than once. I'm on my fifth attempt and my fifth consecutive failure. ![]()
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