Feb 2, 2006 at 4:05 PM
Join Date: Jan 21, 2006
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Posts: 369
I too feel the annoyance of the 3rd behemoth jump, its a large pit, and if you miss the one jump, you have to wait quite some time before trying again. Waiting sucks, I can fix this quite easily by adding another plat form about half way across, just spaced so you can barely not make the jump while standing on the break away tiles.
As for the problem when u are with 2 behemoths and have to jump those spikes, there is the same problem of not having much time to attempt the jump. Adding another behemoth would effectivly give you a couple more tries, but... it might also make the timing harder. As Oatmeal stated when they overlap, its a lil harder to know when you need to time the jump. As if it weren't bad enough already.
Okay, soooooo this didn't get much talk, but I was considering making it easier to backtrack in atombombe to reach 1st cave and the door adjacent to it. I used to think that going up alot of sideways crushers (the instant kills guarding last cave) spaced a chess knights length apart was nigh impossible, however with booster 2 there is a way thru that isn't nearly as hard. So, I that part will stay.
As for the problem when u are with 2 behemoths and have to jump those spikes, there is the same problem of not having much time to attempt the jump. Adding another behemoth would effectivly give you a couple more tries, but... it might also make the timing harder. As Oatmeal stated when they overlap, its a lil harder to know when you need to time the jump. As if it weren't bad enough already.
Okay, soooooo this didn't get much talk, but I was considering making it easier to backtrack in atombombe to reach 1st cave and the door adjacent to it. I used to think that going up alot of sideways crushers (the instant kills guarding last cave) spaced a chess knights length apart was nigh impossible, however with booster 2 there is a way thru that isn't nearly as hard. So, I that part will stay.