I really don't know what to say. Perhaps if I was a different person I would just leave a picture of Picard here, but I'll spell it out instead.
Stickies? Double jump? What do they have to do with anything? There is no need for stickies and they do not stick to brush entities anyway. Nothing needs double jump either, and if you do fall from the final moving tile a double jump isn't enough to reach anyway. I have admitted that I could have done the last tile better, but I was in a hurry and it was no way meant to be class-ist. I think I ended up going through the map as every class but spy by the time I submitted it.
and yes, depending on which class one chose to explore your map depended on how successful the maps interactivity worked. Such as laying stickies on moving platforms, double jumping or placing buildings.
Stickies? Double jump? What do they have to do with anything? There is no need for stickies and they do not stick to brush entities anyway. Nothing needs double jump either, and if you do fall from the final moving tile a double jump isn't enough to reach anyway. I have admitted that I could have done the last tile better, but I was in a hurry and it was no way meant to be class-ist. I think I ended up going through the map as every class but spy by the time I submitted it.
No, actually I didn't leave it to chance. Despite the fact every place the player can fall into darkness has a teleporter that takes them back up to the area they fell from, I didn't want that to happen unintentionally. The instant the floor starts breaking away, the player is put into zero gravity so they cannot fall, and there are gentle pushes that float them towards the safety of the center, at which point the gravity would return. It is entirely your fault for assuming you had to "make yourself safe". If it was the end of the map and I intended the player to fall into darkness, well, you would have just ruined it for yourself by not "going with the flow" of the story.When the area around the clock started disintergrating i panicked and laid down a dispenser and jumped onto it so i wouldn't die and got stuck in the middle of nowhere. You left it down to chance that people would get to the clock and stay there rather than jump off in the confusion or not notice until too late that the middle was actually safe and wouldn't also break apart (i thought this was the end of your map but it turns out there was 1 more bit).
I wanted people to stop. That was the desired reaction to the hallway. But once again, the player is put into zero grav once the breaking occurs, and it is restored when the ceiling finishes rotating down to become the floor. No momentum is required, and no waiting beyond the full length of the "cinematic" is required.I also stopped to look around at the corridor that broke apart, as it broke apart, and got stuck because i had no momentum to reach the end. So i nocliped to the next section (perhaps i just didn't wait long enough to be pushed by something but i didn't really wanna sit around in the void and wait to find out).