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Moving Foliage: Env_wind entity and the foliage model's "Ignore surface normal for computing vertex lighting" keyvalue set to 1.
the light everything is very well done.
Now afterwards I really understand the title and description.
Small bug: Once the angle ceiling laser (from the attached busted reflector cube) hits the floor... in that direction there is a laser "switch" with a teleport surface behind it. Tried to get to the other reflection cube near the exit by teleporting from there to the cube. Jumped on the laser switch, tried to jump into the teleport wall, fell into the water, and did not die right away. The "kill clip box" seems to not completely cover the water in that small alcove.
Would appreciate it if you could have a look at my efforts at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=72523373
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=68641863
(bit more conventional than your thinking but I am quite pleased with the first one in particular).
But still,brilliant test.
Fun 6/10
Good work
2. The *whump* sound and flying panel weren't noticeable enough? I assumed the player would be looking at the laser catcher and see him pop into view.
1. Is it possible to use a custom texture for the core?
2. Make him louder! It wasn't easy to notice him at first.