Platforming: Revealed!

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ZanderR110 Posted: 08-21-2008 10:49 PM

Platforming: Revealed!
A Guide on Avoiding the Abyss

GUIDE UNDER CONSTRUCTION
Scroll down for the current map data scheduled to be removed upon completion of that section.
IMPORTANT NOTE: Gorgos' Dungeon, Gorge of Oath and Partusay's Sea have been modified.  The current maps DO NOT reflect their difficulty accurately.
ADDITIONAL NOTE:  All images are currently down.  Working on it.

Table of Contents


• Introduction
  What is platforming, and why is it here?
  Why make a guide?
  How to use the guide

• Jumping Mechanics
  Commonly Used Abilities
  > Jump
  > Double Jump
  > Run
  > Air Dash
     - Air Dash to Run
  > Double Air Dash
  > Double Jump to Air Dash
  > High Jump
     - High Jump to Glide
  > Dash Hop
  > Special Recoil
     - Reverse Recoil
     - Down Recoil (AR)
     - Down Recoil (Theif)
     - Down to Reverse Recoil
     - Reverse Recoil to Jump
     - Ragna Recoil
     - Guard Counter Recoil
     - Magic Move
  > Zoom Out Camera
  Special Scenario Abilities
  > Leap of Faith
  > Super Jump
  > Angel Jump
  > High Jump Plus
  > Bomb Jump
  > Bomb Climb
  > Impact Climb
  > Impact Push
  > Rocket Step
  Character Recap
  > Elesis
  > Lire
  > Arme
  > Lass
  > Ryan
  > Ronan
  > Amy

• Platforming Objects
  Assistance Objects

  > Platforms
  > Portal Doors
  > Springboards
  > Warp Pads
  > Geysers
  > O2 Node
  Hazards
  > Water
  > Fire Jets
  > Fire Bolts
  > Cursed Cairn Stones

• Segments (under construction)
  Gorgos' Dungeon
  Gorge of Oath
  Gaikoz's Castle
  Partusay's Sea
  Temple of Fire
  Kastulle Ruins Lower Floor
  > Upper Path
  > Lower Path
  Battle For Bermesiah
  > Left Path
  > Right Path
  Xenia Border
  Temple of Cuatal
  Valstrath

 

Introduction


What is Platforming, and why is it here?
While Grand Chase dungeoning primarily consists of going between rooms and fighting monsters, you may have encountered something that took you by surprise when you reached a certain room in Gorgos' Dungeon.  A large room with no enemies and a series of hovering platforms over a pitfall that causes instant death when you fall.  You may have thought to yourself on your first botched attempts at crossing "This isn't fair!" or "Why is this in the game!?"  While it is understandable that a new, unexpected element can cause frustration, it is important to remember that it is part of the game and will be occuring several times.  You will simply have to accept it and learn to master your character's abilities to best get yourself across these pits of death.

Why make a guide?
There are two main reasons as to why I made this guide.  The first is personal: I wanted to build the maps of the segments so that I could learn to navigate them better myself.  The second reason is an extension of that.  I felt that it would be worthwhile to share my findings through testing to those less capable, and to those who may want another quick tip.  I did this with my own free time by taking several screen shots of the platforming segments on a low quality (to remove the background) and piecing them together in an image program, doing editing to remove unnecessary elements, such as my own character, and finally adding the text references.

How to use this guide
Usage of the guide is fairly simple.  The first thing you will want to do is familiarize yourself with the different jumping mechanics available.  If you don't want to look into everything, skip ahead to the Character Recap and find your character and current class.  You will then know which jumping mechanics are available to you and just look into the ones that concern you.  Once that's done, be sure to know how to use and/or avoid all the objects and hazards found in the dungeons.  Once that's done, look up the dungeon in question and read the provided tips for the jumping mechanics you have available.  Try them out a few times and see which ones suit you best.  You'll be across the abyss in no time.


Jumping Mechanics

Commonly Used Abilities

• Jump
Command: ^
Usable by: All characters and classes
Description: Your primary method of getting between platforms, this one should be a no-brainer.  You can guide yourself in the air with < and >.  Maximum height does not vary.
Use: Getting between platforms

• Double Jump
Command: ^ ^
Useble by: Archer, Thief, Dancer, Muse (fight mode)
Description: Jumping a second time while in the air will allow you to gain more height, a distance double that of the Jump.  You can guide the second jump just like the first with < and >.
Use: Getting to higher platforms more quickly than normal jumps and crossing over longer gaps

• Run
Command: >> (hold >) or << (hold <)
Usable by: Knight, Sword Master, Savior, Arch Ranger, Thief, Sentinel, Spell Knight, Dragon Knight, Aegis Knight, Dancer, Muse (fight mode)
Description: By running, you can cover a continuous distance either on the ground or in the air.
Use: Getting past long platforms faster or gaining more horizontal distance in a free fall than simply jumping off.  You must run off a platform to do so.

• Air Dash
Command: ^ >> or ^ <<
Usable by: Knight, Sword Master, Savior, Arch Ranger, Assassin, Dark Assassin, Wolf, Sentinel, Nephilim, Spell Knight, Dragon Knight, Aegis Knight, Dancer, Muse (fight mode)
Description: Rushing forwards in the air in a quick, uncontrolled burst.
Use: Covering longer distances and clearing larger gaps than the jump.  Be advised that you have to move the minimum distance before regaining areal control of your character.
> Air Dash to Run
Command: ^ >> (hold >) or ^ << (hold <)
Usable by: Knight, Sword Master, Savior, Spell Knight, Dragon Knight, Aegis Knight, Dancer, Muse (fight mode)
Description: Continuing to move forwards at a higher pace than normal direction.  Can only be used in the same direction of the dash.
Use: Lets you move forwards more quickly and a slightly greater distance during a free fall.

• Double Air Dash
Command: >> >> or << <<
Usable by: Wolf
Description: Simply dash a second time after your first Air Dash to do the Double Air Dash.
Use: Covering greater gaps than the Air Dash

• Double Jump to Air Dash
Command: ^ ^ >> or ^ ^ <<
Usable by: Dancer, Muse (fight mode)
Description: Simply by performing a Double Jump then an Air Dash can this be done.  Combines both the height and horizontal distance of both elements.
Use: Covering greater distances both on a flat area or in elevation

• High Jump
Command: ^ (hold ^)
Usable by: Crossbow
Description: Leap higher than a standard jump allows.
Use: Allows you to reach higher platforms and cover longer distances due to increased height.  Be advised that the height is not as great as a double jump and the distance covered is inferior as well. 
> High Jump to Glide
Command: ^ (hold ^) > (hold >) or ^ (hold ^) < (hold <)
Usable by: Crossbow
Description: Glides in the direction of the second input until the direction or ^ is released.  You can alter the direction by switching between < and >, and you can choose to end the glide early by letting go of ^ to drop quickly.  Pressing and holding ^ again will allow you to continue gliding.
Use: Covering greater distances and clearing very large gaps.  Capable of crossing large portions of the segment.

• Teleport Jump
Command: ^ ^^
Usable by: Dark Assassin
Description: By "dashing upwards" during a jump, you can teleport upwards a distance roughly equal to that of a High Jump in addition to the initial jump.
Use: Reaching higher platforms more quickly.

• Dash Hop
Command: >> ^ > or << ^ <
Usable by: Spearman, Mage, Alchemist, Warlock, Druid, Muse (performance mode)
Description: By dashing and immediately jumping then holding the direction of the dash, it allows you to hop a slightly greater distance than a normal jump.  Be advised that the height of the Dash Hop is inferior to the height of a regular jump.  NOTE: All classes are capable of the Dash Hop, however, classes not mentioned have much better alternatives at their disposal.
Use: Covering that extra distance a normal jump can't make.  It is required for the aforementioned classes to cross certain gaps.

• Special Recoil
Use: Special Recoil is a broad term used to include any type of ability that is beyond a jump that can affect the trajectory of your character in the air.  The useful ones are below.
> Reverse Recoil
Command: ^ Z Z Z Z (etc)
Usable by: Archer, Arch Ranger
Description: Using the standard air attack will push you backwards a short distance.  Keep using the attack to keep your momentum.  The faster you go, the more distance you cover.  Be sure to turn around in the air to be facing the opposite direction that the one of intended travel.
Use: Cover long distances and cross certain large gaps that the Double Jump can't clear.  Be advised that you do drop in height slightly.  NOTE: While the Arch Ranger can use Reverse Recoil, it's practicality is limited, as the distance is greatly inferior to that of the Archer's version.
> Down Recoil (AR)
Command: ^ v Z < (hold <) or ^ v Z > (hold >) / ^ v Z < (hold <) v Z < (hold <) or ^ v Z > (hold >) v Z > (hold >)
Usable by: Arch Ranger
Description: The downward areal attack of the Arch Ranger can be guided while in the air, allowing it to be used as a makeshift jump.  The second command is the extended version consisting of using the attack twice.  The distance covered is much larger.
Use: Covering longer distances than the air dash allows.
> Down Recoil (Theif)
Command: ^ ^ v Z
Usable by: Theif
Description: The kunai throw extends the Theif's air time for a short while.  Can be difficult to pull off.
Use: Allows you to move in the air in the direction you want a little while longer.
> Down to Reverse Recoil
Command: Down Recoil (AR) followed by Reverse Recoil
Usable by: Arch Ranger
Description: Once the down recoil cannot be used, reverse recoil can still.  Be sure to change the direction you are facing as the reverse recoil goes in the opposite direction.
Use: Getting that extra little push if you need it.  Due to the limited use of the Arch Ranger's Reverse Recoil, the Down to Reverse Recoil also has limited use.  Use it only when the Down Recoil (AR) didn't quite work out.
> Reverse Recoil to Jump
Command: Reverse Recoil ^
Usable by: Archer
Description: Using your second jump and holding the direction you wish to jump in can give you that extra height boost before landing on the platform.
Use: Resetting your height to reach the platform if you are below it.
> Ragna Recoil
Command: ^ >><Z or ^ <<>Z
Usable by: Spell Knight
Description: Using Ragna Bolt in the air pushes you slightly furthur.  NOTE: You cannot Air Dash to Run after using the Ragna Recoil
Use: Allows you to cover a longer distance than the normal Air Dash.
> Guard Counter Recoil
Command: ^ >><Z or ^ <<>Z
Usable by: Aegis Knight
Description: Using Guard in the air will effectively end your Air Dash and cause you to drop downwards in the opposite direction of the Air Dash for a brief moment before regaining air control.
Use: Halting your Air Dash if you feel you went too far.
> Magic Move

Command: ^ vZ
Usable by: Muse (fight mode)
Description: Amy will shoot downwards at a 45 degree angle until she reaches a platform.
Use: Depending on the distance, this can allow you to bypass certain gaps as well as cover long distances more quickly

• Zoom Out Camera
Command: Z (hold Z)
Usable by: Archer
Description: This requires the use of the Eagle Eye cash skill.  It will zoom out the camera, alloing a better field of vision.
Use: Makes Leaps of Faith and Reverse Recoils easier to judge as well as providing a broader view of the field.

Special Scenario Abilities

• Leap of Faith
Command: ^ > or ^ <
Usable by: All characters and classes
Description: Jumping into what appears to be a dead zone where there are no visible platforms.  Only perform this when indicated.
Use: Certain areas have a large amount of platforms heading down to reach a lower area.  In many cases, it is both easier and faster to simply jump down to bypass them.  Each opportunity will have an indication on the map for both the starting point and the landing point.

• Angel Jump
Command: ^
Usable by: All characters and classes (while the Angel Wings item is in effect)
Description: If you use the Angel Wings item, your jump height is effectively doubled, granting you the ability to jump roughly as high as the double jump in a single leap.  It goes higher than the Super Jump.
Use: Allows for regular characters to

• Super Jump
Command: ^ (while the Angel Wings item is in effect)
Usable by: Crossbow
Description: Super Jump is a result of combining the Crossbow's High Jump with the Angel Wings item.  The jump height is massive.  Due to the rarity of this taking place, it will never be indicated in the guide.
Use: Jumping incredibly high.

• High Teleport Jump
Command: ^ ^^ (while the Angel Wings item is in effect)
Usable by: Dark Assassin
Description: Performing the Teleport Jump with the Angel Wings item in effect doubles the height of the initial jump.  THe maximum height is roughly equal to that of the Super Jump
Use: Reaching higher platforms much more quickly.

• High Jump Plus
Command: ^ ^ (while the Angel Wings item is in effect)
Usable by: Archer, Theif, Dancer, Muse (fight mode)
Description: High Jump Plus is a result of combining the Double Jump with the Angel Wings item.  The jump height is the same as the High Jump, plus the added hight of the extra jump from the Double Jump.  Due to the rarity of this taking place, it will never be indicated in the guide.  NOTE: Only the initial jump is affected by the Angel Wings item.  The second jump has its standard height.
Use: Jumping higher than a High Jump can.

• Bomb Jump
Command: Z (delay) ^
Usable by: Alchemist
Description: By jumping a split second before the bomb detonates, you will still be considered on the ground at the time of the explosion, so the hop induced by the bomb will be added to your jump height.  Due to the rarity of locations for an effective Bomb Jump, it will not be indicated unless a specific area makes it highly practical to use.  NOTE: The Bomb Jump cannot be combined with the High Jump or the High Jump Plus.  NOTE: The height is roughly equal to that of the High Jump
Use: Gaining additional height when there is sufficient area to perform it.

• Bomb Climb
Command: ^ Z (delay) ^
Usable by: Alchemist, any character or class that is in a party with an Alchemist
Description: By jumping and laying a bomb un a higher platform that is just out of reach and jumping back up to it at the time of the explosion, the blast will propell you up to the platform.
Use: Climbing up platforms that are too high to jump up to directly above you, but still close enough to be caught in the explosion.

• Impact Climb
Command: ^ v Z
Usable by: Sword Master, Druid, Nephilim
Description: Using the downward areal attack has a slight upward movement that uses the mechanic that the platforms cannot be dropped through to pull you up to it.  Certain platforms grant the opportunity to do this and skip large portions of the platforming.  NOTE:  The afoementioned classes have different properties to their Impact Climb.  Only use it when your class has it specifically indicated.
Use: Bypassing segments of the platforming.

• Impact Push / Impact Push Climb
Command: ^ v Z > or ^ v Z <
Usable by: Druid
Description: The unique property of the Druid's downward areal attack that allows it to be guided can do two things for you.  Firstly, it allows you to push forwards an extra distance to a standard jump, Secondly, it allows you to Impact Climb onto platforms that are not directly above you, but more in front.  NOTE: The platform cannot be as high.
Use: Allows extra distance when jumping or to bypass segments of the platforming differently than the normal Impact Climb

• Dark Assassin Flight
Command: ***Requires Confirmation***
Usable by: Dark Assassin
Description: ***Pending***

• Rocket Step
Command: ***Requires Confirmation***
Usable by: Dancer
Description: By contantly switching between Dance and Fight mode in the air, the ability to Air Dash is reset, allowing near indefinite air time and horizontal movement.  NOTE: Few areas have a benefit to this ability that cannot be covered by simple Air Dash and Double Jump.
Use: Covering extremly long distances.

Character Recap

• Elesis
Knight: Run, Air Dash, Air Dash to Run
Spearman: Dash Hop
Sword Master: Run, Air Dash, Air Dash to Run, Impact Climb
Savior: Run, Air Dash, Air Dash to Run

• Lire
Archer: Double Jump, Reverse Recoil, Reverse Recoil to Jump, Zoom Out Camera, High Jump Plus
Crossbow: High Jump, High Jump to Glide, Super Jump
Arch Ranger: Run, Air Dash, Reverse Recoil, Down Recoil (AR), Down to Reverse Recoil

• Arme
Mage: Dash Hop
Alchemist: Dash Hop, Bomb Jump, Bomb Climb
Warlock: Dash Hop

• Lass
Theif: Double Jump, Run, Down Recoil (Theif), High Jump Plus
Assassin: Air Dash
Dark Assassin: Air Dash, Teleport Jump, High Teleport Jump, Dark Assassin Flight

• Ryan
Druid: Dash Hop, Impact Climb, Impact Push / Impact Push Climb
Wolf: Air Dash, Double Air Dash
Sentinel: Run, Air Dash
Nephilim: Air Dash, Impact Climb

• Ronan
Spell Knight: Run, Air Dash, Air Dash to Run, Ragna Recoil
Dragon Knight: Run, Air Dash, Air Dash to Run
Aegis Knight: Run, Air Dash, Air Dash to Run, Guard Counter Recoil

• Amy
Dancer: Double Jump, Run, Air Dash, Air Dash to Run, Double Jump to Air Dash, High Jump Plus, Rocket Step
Muse (fight mode): Double Jump, Run, Air Dash, Air Dash to Run, Magic Move, Double Jump to Air Dash, High Jump Plus
Muse (performance mode): Dash Hop


Platforming Objects

The key component to the platforming sessions are the objects that compose it.  Some dungeons have straightforward jumping while others may have special objects that will assist and/or hinder your progress.  The following components will be described along with an accompanying image to help you identify them.

Assistance Objects

Assistance objects will be your means of getting to the other side.  Some objects will absolutly need to be used while some may be optional, depending on the dungeon in question and the class you are using.

• Platforms

Found in: All Dungeons
Description: Platforms are the basic elements of all dungeons and are the primary element of travel.  They function the same way that platforms in normal rooms work.  However, there is one key difference.  While you can drop through normal platforms by hitting the v key, these ones cannot be dropped through.  You will have to walk off the edge to drop down below.  This makes moving down between levels difficult, but not impossible.  The reason for this modification is to prevent accidental death from hitting the v key unintentionally.
Tip: Jump from the edge of the platform to maximize your distance.

• Portal Doors

Found in: All Dungeons
Description: Exactly identical to normal portal doors in every way.  Once at least 50% of the players enter any portal, the 5 second countdown will begin.  The portal with the most players in it will be the direction chosen.  In the case of a tie, the player that is the host will always be the tiebreaker.  Each portal door will be labeled as to the direction they go in.  The one you came from will be labeled "START," the intended destination portal will be labeled "FINISH," and any additional doors will be labeled "DETOUR."  NOTE: In some cases, there may be more information provided in the labels.  Refer to the individual segments for details.
Tip: Having the host reach the FINISH then having any one player enter the START portal, the countdown will initiate and progress will go in favour of the host.  Do not do this if it is not the host who finishes.  More often than not, the wrong portal will be used.

• Spring Boards

Found in: Gorgos' Dungeon, Gaikoz's Castle, Temple of Fire, Kastulle Ruins Lower Floor (lower path), Xenia Border, Temple of Cuatal, Valstrath
Description: Jumping on the spring board will propel you high up in the air, a jump with the properties of a Super Jump.  You maintain air control and characters that can double jump or air dash may still do so.
Tip: Use the springboard to go straight up one time to get a view of the landing areas if you are unsure.
Tip: Characters who can Air Dash to Run can travel longer horizontal distances while still rising if they Air Dash into the spring board

• Warp Pads

Found in: Gaikoz's Castle, Kastulle Ruins Lower Floor (upper path / lower path), Battle For Bermesiah (left path / right path)
Description: By standing on the Warp Pad and hitting the v key, you will perform your "entering portal" animation and be instantly warped to the other Warp Pad in the room.
Tip: Certain abilities will allow you to bypass some Warp Pads.  Such instances will be indicated.

• Geysers

Found in: Kastulle Ruins Lower Floor (upper path / lower path), Battle For Bermesiah (left path / right path), Temple of Cuatal
Description: Geysers will sprout up every 5 seconds, creating a temporary platform for players to cross on.  While on the geyser, you are considered to be in the air.  To get off, you will need to Jump.
Tip: Jumping into the geyser as it rises will rocket you upwards.
Tip: Double Jumpers beware, it is difficult to control your movement if you have already used your second jump.
Tip: Do not use your jump attack if it can only be used once per jump.  You will be unable to jump off the geysers peoperly.

• O2 Node

Found in: Partusay's Sea
Description: The O2 Node in the platforming is identical to the O2 Nodes found in the rest of the dungeon.  Stand at the mouth to refill your O2 meter.
Tip: If you start slipping up and don't think you can make it to the end on one breath, head back to the O2 Node and try again.

Hazards

Hazards are object intended to slow the process of crossing the room or to harm the players, or both!  Fear not, they are not highly common and are easy to avoid or remove.  Some can even help you depending on how you approach them.

• Water

Found in: Partusay's Sea
Description: The water in Partusay's Sea is a unique hazard found throughout the dungeon.  It is no different in the platforming segment, however, the urgency is greater.  You will only have one O2 Node near the beginning of the segment and will need to make the rest of the trip without it.
Tip: An O2 Mask makes this hazard little more than a visual effect
Tip: Go back to the O2 Node if your O2 Meter is low.

• Fire Jets

Found in: Temple of Fire
Description: Jets of fire that shoot up forming a pillar that blocks movement and damages the player that comes into contact with them.  They also push you upwards.
Tip: Players not wishing to wait for the Fire Jets to receede or those with less potent jumping skills can opt to use the Fire Jets' upward push to skip the gap.

• Fire Bolts

Found in: Temple of Cuatal
Description: Projectiles with the same properties as Arme's Fire Bolts will cross the screen every few seconds, causing damage to players to take damage when hit and possibly pushing them down a few levels.  Simply avoid it as it can be seen coming and it travels slowly.
Tip: If it's passing over you, stay put until it passes over.  Unless you're in a real rush, it isn't worth getting hit.

• Cursed Cairn Stones

Found in: Valstrath
Description: Just like the Cursed Cairn Stones in the rest of the dungoen, they will sap your MP when you get nearby.  However, since they count as an enemy, you will have to destroy them before you can leave through any portal door.
Tip: Have a player with little to no MP or a ranged character take out the stones to prevent MP loss.
Tip: Be sure to collect the MP that it leaves behind when it is destroyed.


Segments

This is the main portion of the guide.  Within is a collection of complete maps of each platforming room found in the game as well as the best routes and useful tips for each Jump Mechanic to get by those areas more quickly.

Gorgos' Dungeon

///REMAINDER IS UNDER CONSTRUCTION///

 

 

~~OLD GUIDE~~
Use this until the new one is complete.

Well, I didn't see another thread on this, and I doubt anyone has actually taken the time to do this.  I have compiled full sized pictures of each and every platforming segment in the game from Gorgos' Dungeon to the Temple of Cuatal.  Included is also a "START" and "FINISH" indicator as well as the occasional "DETOUR" if one would exist.

NOTES:
> All maps were made on 3 stars to make sure they were accurate.
> All water geyser heights are rough estimates.  It is very difficult to place their height to the exact specification when their sprite tends to disappear when I took my screen shots, leaving me mostly with a stump for some reason.
> Some platforms may appear slightly broken, most likely due to a slight pixel stagger.

Click on their names to see the image, they are BIG as they are scaled 1:1

Gorgos' Dungeon currently innacurate

Gorge of Oath currently innacurate

Gaikoz's Castle

Partusay's Sea currently innacurate

Temple of Fire

Kastulle Ruins Lower Floor (upper path)

Kastulle Ruins Lower Floor (lower path)

Battle for Bermersiah (left path, Black Fairy Queen)

Battle for Bermesiah (right path, Orc Lord)

Xenia Border

Temple of Cuatal

Valstrath

 

And before you ask, I made these myself by going through them and taking screen shots of every platform on low quality (so as to remove the background) and piecing them together in MS Paint, then filling in the empty space with black (and in the case of Partusay's Sea, copy-pastes of the blue lines).  The text was added in with GIMP 2.0

50***~55***~49***~44**~47**~50***~47**~25~XX
Champion Rank: Grand Chase

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rofl so you spend time taking all those screenshot and put them togather?

anyway that was nice reveal

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Its great but i think some people already know how to jump on these platforms but still good.
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I've noticed that a lot of players can't jump these because they don't know the layout.  Knowing where everything is and being able to plot paths and spot shortcuts that fall into the "leap of faith" category is a lot easier with a full view of the map.

It also gives players that haven't been there yet a heads up on what's to come.

And I did these a while ago, I just never posted them.  I think it was about a week after Xenia Border was released.  They're also for my own personal reference, so I thought I'd share them.

50***~55***~49***~44**~47**~50***~47**~25~XX
Champion Rank: Grand Chase

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Omg Zander. xD

 I so wanted to do this. :P Awesome!! Just pure awesome. :D
 

~Ryugen™ Creation~

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looks great,in detail to
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Sticky and hug for all your hard work! :3

[Edit] :O... My wish has been granted!


^ Ocean™ ^ Maid Guitars, 'nuff said.

Please use substantiable support when agree/disagreeing. ^^;

Top 500 Contributor
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I likes, enjoy your sticky!

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This brings a tear of happiness to my eye.

50***~55***~49***~44**~47**~50***~47**~25~XX
Champion Rank: Grand Chase

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ZanderR110:
This brings a tear of happiness to my eye.

*pokes eye*

QQ more.


^ Ocean™ ^ Maid Guitars, 'nuff said.

Please use substantiable support when agree/disagreeing. ^^;

Top 500 Contributor
Female
Posts 570
well most people can't jump not because they don't know the layout but they got low accurate on landing or don't know how to jump out of water geyser
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Maybe if I have the time, I'll elaborate these maps with diagrams of where certain abilities can be taken advantage of, and how to use the components of the segment to your advantage (aka, the geysers, the spring boards and the flames)

50***~55***~49***~44**~47**~50***~47**~25~XX
Champion Rank: Grand Chase

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Dude thats so pro

Moose is not mean

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gratz on the sticky
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Absolutely amazing job!
"Not a shred of evidence exists in favor of the idea that life is serious. " -Brendan Gill
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