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seekax

Teleporter exit

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for proper testing, playtest that aerowalk remake and try to to fall down to nades after lower teleport.

 

I still have doubts about this being good or bad.

That's where i noticed it the most as well. The jump is still possible, but it's annoying as fuck and not very intuitive. Definitely a bad decision imo, a bad place to break with the CPM movement.

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That's where i noticed it the most as well. The jump is still possible, but it's annoying as fuck and not very intuitive. Definitely a bad decision imo, a bad place to break with the CPM movement.

 

when you spawn on a surface, if you want to perform a fast turn on the exit, you need to wait that little bit and perform a cj, which is more skilled than the pure aggression (i guess this is a piece to find better "balance" for the cpm gameplay)

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when you spawn on a surface, if you want to perform a fast turn on the exit, you need to wait that little bit and perform a cj, which is more skilled than the pure aggression (i guess this is a piece to find better "balance" for the cpm gameplay)

There is a thin line separating 'demands more skill' and 'crippling'. I'd say this is just crippling.

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