Discouragement Encouragement
Quote from Will T. on May 30, 2011, 7:25 pmPlayed through this one yesterday. The visuals are top-notch - I'm a little jealous, actually.
Here are my thoughts on gameplay:
[spoiler]-Parts of this are very frustrating. I gave up on the third area after spending 30+ minutes getting nowhere. It's the only time I've given up on a Portal 2 map. : Part of the problem is how crowded that space is - the cubes are very difficult to manipulate without running into the laser, a wall, or the other cubes. Another cause is the total lack of hints as to what to do. Yes, you're supposed to align the laser with all 5 relays and press the button ... but which ones lower the raised relays? I kind of figured that part out, but they aren't marked at all, which slowed me down.
-As cool as the broken floor looks, it makes placing the cubes level nearly impossible in some areas.
-The random turrets in each room were really annoying. They don't really add anything at all to the puzzles IMO. It's frustrating to walk into the room for the first time only to be mowed down by turrets you couldn't even see until it was too late. Once you know they're there, they're fairly easy to dispose of, making them a non-obstacle. After that they just add clutter to the already-small space unless you blow them up with the laser, which gets tedious after doing so repeatedly.[/spoiler]
Overall: Absolutely brilliant visuals, gameplay feels like it needs some big adjustment.
Played through this one yesterday. The visuals are top-notch - I'm a little jealous, actually. ![]()
Here are my thoughts on gameplay:
-As cool as the broken floor looks, it makes placing the cubes level nearly impossible in some areas.
-The random turrets in each room were really annoying. They don't really add anything at all to the puzzles IMO. It's frustrating to walk into the room for the first time only to be mowed down by turrets you couldn't even see until it was too late. Once you know they're there, they're fairly easy to dispose of, making them a non-obstacle. After that they just add clutter to the already-small space unless you blow them up with the laser, which gets tedious after doing so repeatedly.
Overall: Absolutely brilliant visuals, gameplay feels like it needs some big adjustment.
Quote from Groxkiller585 on May 30, 2011, 10:50 pmWill T. wrote:Played through this one yesterday. The visuals are top-notch - I'm a little jealous, actually.![]()
Here are my thoughts on gameplay:
[spoiler]-Parts of this are very frustrating. I gave up on the third area after spending 30+ minutes getting nowhere. It's the only time I've given up on a Portal 2 map. : Part of the problem is how crowded that space is - the cubes are very difficult to manipulate without running into the laser, a wall, or the other cubes. Another cause is the total lack of hints as to what to do. Yes, you're supposed to align the laser with all 5 relays and press the button ... but which ones lower the raised relays? I kind of figured that part out, but they aren't marked at all, which slowed me down.
-As cool as the broken floor looks, it makes placing the cubes level nearly impossible in some areas.
-The random turrets in each room were really annoying. They don't really add anything at all to the puzzles IMO. It's frustrating to walk into the room for the first time only to be mowed down by turrets you couldn't even see until it was too late. Once you know they're there, they're fairly easy to dispose of, making them a non-obstacle. After that they just add clutter to the already-small space unless you blow them up with the laser, which gets tedious after doing so repeatedly.[/spoiler]
Overall: Absolutely brilliant visuals, gameplay feels like it needs some big adjustment.
[spoiler]If your having problems with the floor then your not doing the puzzle as intended, as the intended solutions do not get close to broken floor segments. still I don't want them to be a hindrence so I will look into making it more "flat-destruction" so placement of cubes does not become a hindrence.
The second room has indicators that pinpoint what does what, you should look at them more closely. I don't know how to make that more obvious, but if you have a suggestion i'm all ears.
They actually are quite large, not huge but not small either, so I don't see where your getting the crowded look. It might be from too many things in the map at once. I will look into cleaving un-needed detail to both remove lag and fix the clutter feel.
As for not knowing what to do, that's part of the puzzle- figuring it out. You know your supposed to trigger the relays, but HOW to trigger them is the puzzle.[/spoiler]
Here are my thoughts on gameplay:
-As cool as the broken floor looks, it makes placing the cubes level nearly impossible in some areas.
-The random turrets in each room were really annoying. They don't really add anything at all to the puzzles IMO. It's frustrating to walk into the room for the first time only to be mowed down by turrets you couldn't even see until it was too late. Once you know they're there, they're fairly easy to dispose of, making them a non-obstacle. After that they just add clutter to the already-small space unless you blow them up with the laser, which gets tedious after doing so repeatedly.
Overall: Absolutely brilliant visuals, gameplay feels like it needs some big adjustment.
The second room has indicators that pinpoint what does what, you should look at them more closely. I don't know how to make that more obvious, but if you have a suggestion i'm all ears.
They actually are quite large, not huge but not small either, so I don't see where your getting the crowded look. It might be from too many things in the map at once. I will look into cleaving un-needed detail to both remove lag and fix the clutter feel.
As for not knowing what to do, that's part of the puzzle- figuring it out. You know your supposed to trigger the relays, but HOW to trigger them is the puzzle.

Quote from Will T. on May 30, 2011, 11:54 pmI dunno totally what happened, but I had some sort of prophetic vision tonight all of a sudden that revealed to me how to finish this. Seriously, the solution just sort of showed up in my head. I actually had to boot up the game and try it to make sure it was legit. It worked too, so...
I don't think I was playing with a clear head earlier; sorry 'bout that. Maybe it was Laser Fatigue - I do believe I'd just played another laser-centric custom map earlier. Don't remember which it was.
This one's a lot more fun when I'm able to think straight.The level of detail might indeed be what gives the "crowded" feeling. It looks cool, but it ends up distracting from the gameplay and making things seem cluttered with 5 or 6 layers of beams/frames/foliage/pipes/etc. overhead and in the walls. Don't remove too much of it, but finding a balance might be good.
Perhaps putting a func_clip_vphysics in those torn-up spots in the floor would be beneficial? It'd let you keep the broken up floor (it's still a nice touch) while avoiding the cubes tumbling inconveniently.
Although I had a lot more fun coming back to give this a second run, I still stand by my original thoughts on the turrets; they don't seem to do anything except kill you right when you enter the room, and since you can then remove them quickly once you know they're there they don't exactly contribute to the puzzle. Walking in and dying isn't too fun.
Re-assessment: Amazing visuals, gameplay is fun but only if you aren't already sick of lasers when you start.
I dunno totally what happened, but I had some sort of prophetic vision tonight all of a sudden that revealed to me how to finish this. Seriously, the solution just sort of showed up in my head. I actually had to boot up the game and try it to make sure it was legit. It worked too, so... ![]()
I don't think I was playing with a clear head earlier; sorry 'bout that. Maybe it was Laser Fatigue - I do believe I'd just played another laser-centric custom map earlier. Don't remember which it was.
This one's a lot more fun when I'm able to think straight.
The level of detail might indeed be what gives the "crowded" feeling. It looks cool, but it ends up distracting from the gameplay and making things seem cluttered with 5 or 6 layers of beams/frames/foliage/pipes/etc. overhead and in the walls. Don't remove too much of it, but finding a balance might be good.
Perhaps putting a func_clip_vphysics in those torn-up spots in the floor would be beneficial? It'd let you keep the broken up floor (it's still a nice touch) while avoiding the cubes tumbling inconveniently.
Although I had a lot more fun coming back to give this a second run, I still stand by my original thoughts on the turrets; they don't seem to do anything except kill you right when you enter the room, and since you can then remove them quickly once you know they're there they don't exactly contribute to the puzzle. Walking in and dying isn't too fun. ![]()
Re-assessment: Amazing visuals, gameplay is fun but only if you aren't already sick of lasers when you start. ![]()
Quote from Groxkiller585 on June 1, 2011, 5:05 pm-V1.1 RELEASED!-
*changelog*
-fixed an exploit in the first chamber where you could skip part of the puzzle.
-fixed an exploit in the last chamber where you could skip part of the puzzle.
-fixed a few texture misallignments/indicator lights not appearing properly.
-fixed a particular turret's AI, it should now act as intended near it's fellow turrets.
-fixed ending text being backwards.
-fixed some panel clipping.
-altered last chamber's puzzle to force you to require all materials provided for the puzzle.
-altered geometry and removed extra detail props to help reduce lag and reduce the "crowded" feel,
as well as to make pivot cube placement easier.
-altered turret setup in the second chamber to make them more part of the puzzle than a hindrence.
-removed deadly turret from the first room because it was not really part of the puzzle.
-added some rattman hints to make the second chamber slightly easier.
-V1.1 RELEASED!-
*changelog*
-fixed an exploit in the first chamber where you could skip part of the puzzle.
-fixed an exploit in the last chamber where you could skip part of the puzzle.
-fixed a few texture misallignments/indicator lights not appearing properly.
-fixed a particular turret's AI, it should now act as intended near it's fellow turrets.
-fixed ending text being backwards.
-fixed some panel clipping.
-altered last chamber's puzzle to force you to require all materials provided for the puzzle.
-altered geometry and removed extra detail props to help reduce lag and reduce the "crowded" feel,
as well as to make pivot cube placement easier.
-altered turret setup in the second chamber to make them more part of the puzzle than a hindrence.
-removed deadly turret from the first room because it was not really part of the puzzle.
-added some rattman hints to make the second chamber slightly easier.

Quote from timefiller on June 1, 2011, 10:41 pmVideo: http://www.xfire.com/video/47c0a8/
Looked amazing o.o
My fav thing was the birds chirping :d
Video: http://www.xfire.com/video/47c0a8/
Looked amazing o.o
My fav thing was the birds chirping :d
Quote from xdiesp on June 7, 2011, 10:51 amTrying it again after the update, still superlative as ever against any (few) contenders.
Can't get over the doubts about having only multilaser puzzles, though.
Trying it again after the update, still superlative as ever against any (few) contenders.
Can't get over the doubts about having only multilaser puzzles, though.
Quote from matchu on June 7, 2011, 3:09 pmHm. Was the elevator supposed to take forever to actually start moving? It never started for me, so I just noclipped my way to the level :/
Hm. Was the elevator supposed to take forever to actually start moving? It never started for me, so I just noclipped my way to the level :/
Quote from Groxkiller585 on June 7, 2011, 3:27 pmmatchu wrote:Hm. Was the elevator supposed to take forever to actually start moving? It never started for me, so I just noclipped my way to the level :/This is a glitch I have yet to fix (as I don't know the problem) that occurs if you play a coop map before my map. It's also not consistent, which doesn't help with the fixing bit.
This is a glitch I have yet to fix (as I don't know the problem) that occurs if you play a coop map before my map. It's also not consistent, which doesn't help with the fixing bit.

Quote from JackSafari on June 11, 2011, 6:53 amGood contest map. One of the best one I've played so far. You have a great eye for style, no doubt about it.
The map was a lot of fun to play, and what I love about this map design is that there are going to be several different solutions to each chamber, not just one. This gives the map a lot of replay value. I will go back and solve the chambers again some different way. This is the first map in the contest that I've played that allows for multiple solutions. That is very cool, and sets itself appart from many others.
Overall, very well done!
Good contest map. One of the best one I've played so far. You have a great eye for style, no doubt about it.
The map was a lot of fun to play, and what I love about this map design is that there are going to be several different solutions to each chamber, not just one. This gives the map a lot of replay value. I will go back and solve the chambers again some different way. This is the first map in the contest that I've played that allows for multiple solutions. That is very cool, and sets itself appart from many others.
Overall, very well done!
Quote from Krem on June 16, 2011, 10:32 pmHere's another video of this map, idk if you mapmakers are as worried about these now that the contest is closed but here ya go anyway:
[spoiler]-edtSxp_aX4[/spoiler]
Here's another video of this map, idk if you mapmakers are as worried about these now that the contest is closed but here ya go anyway:
