


Not gonna lie, I kinda got this by accident. Yet another collapsing tower to redirect the pellet, BUT the trick in this one is basically not using a 45 degree angle on the road before the last turret, as you'll see in the video, by using a sharper angle you can take out the turret and hit the receptor without needing any extra structures. The only real difficulty here is sending the cube through the portal at the exact right angle so it bounces as it should.Īnother small collapsing tower to redirect the pellet because, eh why not =P This one is also not very elegant, but eh, whatever, it works =P This is neither elegant or particularly cheap, if I'm being honest, but I kept it to showcase an alternate way of supporting bridges. u_uĪ small ramp attached to a rope to avoid the second launcher. I'm sure it can be further optimized, but I'm good with this. so I just stopped cause this one was driving me crazy. As you can see in the video, it kinda doesn't work, but it does.

Oh this was also one of the hardest to optimize, because controlling the launch angle is a major pain in the butt. Not much to say really, just that a little road to alter trajectories goes a long way =P The whole trick to this one is ignoring the preset ramp and use your own to better control the angle of the bounce. The cheap bridges are what made this a pain since they keep making each car's momentum different, so hard to deal with. in the end the trick was in ramp before the deep blue portal, so that they'd fly out of it and reach the other side. don't love this solution, but there you go. u_uĪnd since they technically don't break, I said "ah screw it". The reason why I used two collapsing towers to redirect the pellets is simple: I tried doing a non-collapsing one and it kept changing the damn angle of the pellet. that's because of the angle and that's why I was babbling on about angles in the tips section =P Right, so as you'll notice in the video, I used a small vertical road to flat-out stop the cars' trajectory in the air. Okay things start getting a lot more interesting from this point forward, so I'll also add videos. Here no need to get fancy with angles, but you can get fancy with ropes =)Īlso, this is the first instance of the "triple rope" trick, which I use quite a bit as well. Same goes for the upper side bridge, that small angle variance makes the difference between it breaking and not. Notice the angle of the road piece for the pellet bounce, sometimes using weird angles saves money. getting the precise bounces for a convoy is quite tough. This is the first hard level to optimize. Inner ramp instead of using a bridge, I'll use this "trick" quite a bit, saves a lot of money. I tried not to use them too frequently because it feels cheap, and also, they're unreliable at best. however they are VERY unstable and wobbly. Typical under support structures you can do in the Bridge Constructor series, although here it doesn't work quite the same as in other entries in the franchise, but they still work well enough.
#BRIDGE CONSTRUCTOR PORTAL LEVEL 46 PLUS#
These are all rather easy so I'll just add the screenshots, plus some comments if there's something worth noting. HOWEVER, the rules here are not only doing the I'm sure all (or most at least) of these can be further optimized, I just don't particularly care to do it any further. This is also, I hope, a good reference for low budget designs, in case people want to compare their scores, or try to do better. I'll post some videos on the more complex ones so you can see how they behave, and for proof that they don't break =P Since there are no in-game leaderboards I figured this would be one way to do it.Īgain, do not try to copy these unless you can copy them pixel-perfect. Instead, this is for people who like optimizing constructions, so they can either maybe see a couple of tricks, get some inspiration or at least compare solutions. Unless you copy them a 100% correctly, they will not work, since even a minor change can make the whole thing go wrong (I know because it kept happening to me while I was trying to optimize as much as possible). Do not use this if it's your first time playing and you want to see a solutionbecause these designs are SUPER unstable and finicky.
