Level 0 isn't the "first backrooms level" or "the start of the backrooms" it is just the most common place where people first notice they are in the backrooms.
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Level 0 isn't the "first backrooms level" or "the start of the backrooms" it is just the most common place where people first *notice* they are in the backrooms.
Before you go there for good you have visited these places many many times. That's why so many of them are familiar.
Eventually, if you spend enough time in-between places you will get pulled back. You will be bound. #backrooms #burnout #nonsense
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Level 0 isn't the "first backrooms level" or "the start of the backrooms" it is just the most common place where people first *notice* they are in the backrooms.
Before you go there for good you have visited these places many many times. That's why so many of them are familiar.
Eventually, if you spend enough time in-between places you will get pulled back. You will be bound. #backrooms #burnout #nonsense
It's a normal consequence of regularly wandering beyond the bounds of the map.
Ever notice how when people "fall" into level 0 it's often from an empty place? My point is when they "no clip" through they were already beyond the bounds of the map to begin with.
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It's a normal consequence of regularly wandering beyond the bounds of the map.
Ever notice how when people "fall" into level 0 it's often from an empty place? My point is when they "no clip" through they were already beyond the bounds of the map to begin with.
Risk Factors:
1. Extreme Exhaustion
2. Cumulative time spent "out of bounds"
3. State of mind: feelings of detachment and unreality.
4. Ignoring clear cues you are near the edge of the map.
5. Objects with complex geometry such as stairs near the map edge.
6. Forcing too much new terrain generation by wandering too far alone.The first three factors reduce your collision box. The last one brings you in proximity with "holes" in the collision box of objects of the map.
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F myrmepropagandist shared this topic
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Risk Factors:
1. Extreme Exhaustion
2. Cumulative time spent "out of bounds"
3. State of mind: feelings of detachment and unreality.
4. Ignoring clear cues you are near the edge of the map.
5. Objects with complex geometry such as stairs near the map edge.
6. Forcing too much new terrain generation by wandering too far alone.The first three factors reduce your collision box. The last one brings you in proximity with "holes" in the collision box of objects of the map.
You didn't sleep enough and now you are falling out of reality. Sorry.
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You didn't sleep enough and now you are falling out of reality. Sorry.
@futurebird damn just like that tank turret from Half-Life 1 that teleports you to -8191,-8191,-8179 if you crouch on it and you end up so far outside the map you can't move even with noclip
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You didn't sleep enough and now you are falling out of reality. Sorry.
@futurebird It's not what happened to the test subjects in the Soviet Sleep Experiment creepypasta, so I think that still counts as an overall win.
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@futurebird It's not what happened to the test subjects in the Soviet Sleep Experiment creepypasta, so I think that still counts as an overall win.
They were locked in a room and couldn't get out of bounds, but with hit boxes reduced to 0*0*0 they started no-clipping into *each other* ... Not great, but it explains a lot.
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@futurebird It's not what happened to the test subjects in the Soviet Sleep Experiment creepypasta, so I think that still counts as an overall win.
There's a whole movie?