File talk:RealGlass - from The QuakeLab (Aftershock)

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Oh goody, another bloody test map. You thought that they were over, didn’t you?

Although most gamers don’t like invisible walls, I’d be surprised if any of them hated invisible walls enough to spend an entire day attempting to destroy one separating two enemies who exist for demonstrating how sound affects the map. The wall’s mortality gives me the impression that it is an ‘enemy.’ This is a pretty uninteresting and unimpressive feature. I might have liked it more if it feebly screamed in pain every time it hæmorrhaged. --Rottweiler (Woof? Ruff!) 03:07, April 30, 2015 (UTC)

I never thought the test maps were over, anything is possible in this series!

Yeah, trying to even bother destroying the invisible wall is tedious. I am not so sure it is sound that is the point, I think it is just the idea of detection in general. Enemies can't see you behind a normal invisible wall, but can see you behind this because it isn't a wall as much as a trigger. Of course, triggers have health and therefore why it is possible to be destroyed. I think the intent was to prevent the player from destroying the wall, it was just designed to be looked through. If it was destructible, it would have been interesting if the texture could have changed to show cracks forming in the wall :P Deathstalker (talk) 11:37, May 19, 2015 (UTC)