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I will make a video of me playing/commenting on your map

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Well, if you did not like Revive, that's fine. I understand, the Frankenturrets can be a little... unpredictable. I've got a bunch of other maps, though. You might like this one more than Revive.
http://steamcommunity.com/sharedfiles/f ... =150351945
All feedback is appreciated.

Signatures are overrated.

Decided to spend a full day mapping and produced the first three chambers of my new collection (May not be done with RCTI but this has my interest for now). Anyway, if you fancy doing some blind playthroughs of the first three here is the link :)
http://steamcommunity.com/sharedfiles/filedetails/?id=153350030

Hopefully, all the entities should show up correctly as I am unable to test it from another players perspective without certain mods installed.

I would also make videos with commentating (with 1080p and 60 fps,)
But i cant speak good english, so nobody (expect Germans here) would understand what im saying :D

Well feel free to play-through mine if you like because I can always turn off the volume ;)

Hehe :D
But when i begin playing maps with recording, im doing it without voice, its better ^^

I looked at some more maps:

Retrospect appears to simply have no solution. I tried everything I know how to do, and nothing works; the chamber is extremely bare (not necessarily a bad thing), and whatever the little trick is to land where I need to land, I don't know it. Some kind of in-chamber hints (perhaps using light strips to highlight some important step of the process) would be extremely helpful.

And the PAST series, in the playlist starting here. All 3 were fun; I got lost in the first one for a while but found my way out eventually. In the second one, as pointed out, the second cube is sort of unnecessary since getting it doesn't involve doing anything new. Of course, given the chamber's theme I have no idea what new thing could be added that would still fit the theme, and I understand any need you may feel for symmetry of design (having 2 buttons in front of the exit door instead of 1). The only real complaint I have overall is the ending sections are going to get really, really repetitive if you add more to the series and keep putting in the same one or two past-cave quotes every time. I would suggest that instead of putting the "exit lobby" room including said voice in every chamber, you put it every few chambers or so and just make a simple elevator go between the ones that don't have that. But of course, I don't know exactly how you're achieving the "past aperture" look of the chambers and what its limitations are, so I don't know how hard that would be to do.

You couldn't find the solution? Try playing the No Elements collection on the Workshop and then see if you can solve Retrospect.

(Yes, it does have a solution).

Signatures are overrated.

If you want to try a map that is out of the usual test chamber type map, here is a mini boss fight for you to try. SKAoD - Scary Killer Arm of Doom

The map contains many traps and tricks, and if you are stuck or get glitched I have information about it on the workshop page.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

Alright, I did Scary Killer Arm of Doom:
Part 1
Part 2

Now, I have absolutely no idea what kind of work goes into making this sort of thing, what is or isn't possible, etc. But I have to say, purely as a person trying to play through this fight blind, it just doesn't seem to work very well. The main problem is the high-energy pellet machine gun that starts firing in what I assume to be stage 2 and never stops. Those things are simply too deadly and too unpredictable to just be throwing tons of them around all over the room and expect the player to survive while also doing other things. There's nowhere safe from them and they make the whole fight completely unreliable (or at least, they sure seem to); they tend to blow debris into horribly inconvenient places (right under where the orange gel was splattering, for instance), and their presence encourages a player like me to go hide in a corner instead of trying to actually figure the fight out.

Other than that, there are some other reliability problems with the arm itself. It seems, based on the description I read at the workshop after playing through the level, that I was supposed to have somehow used the bombs strategically, but I was able to blunder through that stage without any idea how it was intended to be beaten. My best guess is one of the HEPs hit whatever panel I was meant to aim a bomb at for me. And again, the main reason I had no ability to figure out what I needed to do with the bombs was because having a ton of HEPs bouncing all over the place is pretty darn distracting. I didn't even notice that white gel was being splashed somewhere until I came to the point where the whole area explodes and kills you with it if you don't hit the exit button quick enough.

Speaking of which, yes, you labeled the exit button pretty well, but as you can see in the video, I still didn't know it was going to instantly end the chamber for me. I don't know if it's a result of the map being incomplete or what, but it's a bit confusing all the same. I would recommend replacing that button with some kind of actual exit door/elevator area that isn't open when the player starts the level.

The only part I can really say I sort of liked was the very first part, trying to get the four outer-ring buttons pushed, but even then it was pretty annoying having to wait on the arm to randomly decide it wanted to toss me up there instead of drawing me in only to throw me nowhere useful or just instantly kill me with an energy pellet.

Oh no, I was almost sure I fixed the orange gel and energy turret popping up too early. :( They are not supposed to be active till the last stage, where the

Spoiler
blade is lured up into the pipe to break it.
I shot energy balls, rockets, bombs, anything I could think of and it wouldn't break in the 2nd stage while final testing. :notwant: the energy turret is only meant to be active in the last and quickest stage, where you shoot across up to the final explosion button. During this stage, you are standing behind the central pillar, where most energy balls can't get you, or you can crouch and let them fly over your head. Also, the metal covering over the orange gel should have broken as it fell if it had fallen after being hit by the blade a few times, but probably did not due to the way the bomb seems to have hit it and broke it instead.

Also, this boss is supposed to be much different than the portal and portal 2 bosses, and it is harder as well. The pattern in stage 1 is as goes: the arm will attempt to fling you around the room, attempting to get you to press the buttons to override its security measures. Meanwhile, every 9-16 seconds, the arm will freeze in its place and the energy balls it has stored will launch around the room, hitting you or bouncing off off a nearby surface. The arm has some specific locations around the room it will attempt to launch you, which are randomly chosen.

Stage 1 is supposed to consist of only the arm, HEP, and buttons.
Stage 2 is supposed to consist of only the arm, bombs, and white gel.
Stage 3 is supposed to consist of only the saw and white gel.
Stage 4 is supposed to consist of the saw, white and orange gel, button, generator explosion, and energy turret.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
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