(10-24-2012, 10:35 AM)Squigger Wrote: I would agree with machine that the jumps pads need more work. I think they need to be positioned better especially between the main base and adjacent platforms. Because what tends to happen is I go from one jumppad, hit another, and then fall to my death.
That's one of the nasty jump'n run style elements I really liked in mental space and therefore
copied in this map. I agree though that the jump could be a little longer/higher.
(10-24-2012, 10:35 AM)Squigger Wrote: Also the jump pad for the Nex tends to be inconsistent, sometimes I make it across, other times I fall to my death.
Same thing here, the jump could be a little longer/higher but after all it's supposed to be a
dangerous jump.
But really I think there is problem (feature?) with jump pads in Xonotic that sometimes
do not push the player far enough.
This happend to me (and others as it seems) on many maps especially on tarx.
I've tried to figure out when the jump to the Nex fails and when not but I couldn't find
a reproducible pattern so far.
Beeing hit shortly before the jump seems to screw things up.
Also when playing single player without bots the jumps work most of the times.
Maybe it's a client/server synchronization issue.