Crash Bandicoot v6 might be broken

  1. Crash Bandicoot v6 might be broken

    #12959
    Just checked this earlier, but the jump boxes at the end of the map are a bit broken from the last update. They don't take you any farther than you could have jumped yourself anymore.

    If this is actually the case, then we might have to wait for a fix on that from the creator.
  2. Re: Crash Bandicoot v6 might be broken

    #12960
    Hmm, do you mean those three jumping boxes in the castle area? If so, I thought that I fixed that last version to make it easier, and it seems this way on the OPST's server, with more people making it over than in v4. If you could send a demo or some screenshots if possible, that'd be great as I'd be able to see what the problem is and I can then fix it. Thanks for reporting that btw
  3. Re: Crash Bandicoot v6 might be broken

    #12961
    I do not think it is singularly Bandicoot, map based "Low Gravity" does not seem to be working on other maps as well. Currently happening in dr_universe_v4, people are unable to get over a portion of the map with similar functionality.
  4. Re: Crash Bandicoot v6 might be broken

    #12962
    There is also the same occurrence in the dlux_nightfall_v2 with the 'Skyfall' mini-game.
  5. Re: Crash Bandicoot v6 might be broken

    #12969
    Yeah, Valve seems to have busted anything to do with per-player gravity, so any maps currently using it likely won't work correctly.
  6. Re: Crash Bandicoot v6 might be broken

    #13086
    There is also an easter egg on the 2nd trap (somewhere in platforms part) wherein you can stay there until the motivator kicks in and then go behind it.

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  7. Re: Crash Bandicoot v6 might be broken

    #13102
    festivePEWPEW wrote View original post
    There is also an easter egg on the 2nd trap (somewhere in platforms part) wherein you can stay there until the motivator kicks in and then go behind it.


    Fixed, thanks.

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