<3

actually this is not holding me back. i was quiete astonished yesterday as i compiled my first vis table with half of the map structural (in the right place structural). i underestimated this a lot. im now busy with doing some unexpected caulk boxing for vis, i really hope i get this quick, but could take another week or two, since im busy with some other stuff too. i could simply compile with structurals at the right place, and doing some hinting here and there, but im not happy with it, caus i think there are too many nodes. this caulk boxing will make my vis table a bit more sensitive, reduces compile time, and the most important, will reduce the amount of portals, which, when they are too many, could func in a contrary way. so yea…but glad to hear someone liked it rofl :stroggbanana: this sequence in the map will be part of the map itself. i have set up a complex (not yet, but will be) trigger system with this, that means only in certain situations some triggers will be activated and beam the one who walks over the trigger into “the room”. also i will do this with an accum n random i check, to really make those moments rare. this “person” there should not influence gameplay too much, only pic the one or other player, maybe once every third or fourth map and then do some shocking with him or else. actually you can continue spinning this more, which i think i will do, meaning implementing different kind of story levels, which tell one whole story
but this should not mutatet into a single player 
anyway. glad someone liked it. :stroggtapir: