Rate a map, post a map
Quote from FelixGriffin on May 24, 2013, 8:23 amPretty well, but I won't have much time to work on it until finals are over now.
Pretty well, but I won't have much time to work on it until finals are over now.
Quote from El Farmerino on May 24, 2013, 12:25 pmandyp99x wrote:No biters on mine, is it that bad?I played through your map and made a vid of what I found:
My (spoiler-free) thoughts:
First Room
Looks nice - I like the symmetry of it and it's a good size. Provided, of course, that I solved it in the intended way, I thought it was a good mechanic to work with but it was a little too unforgiving; I only included the successful attempt on the vid, but it took me about ten tries each run-through. I took the liberty of quickly bashing together a map as an example of how I'd work with that mechanic:
http://steamcommunity.com/sharedfiles/filedetails/?id=147420694Connecting Room
As shown in the vid - you don't really need to finish the puzzle here, and if you fail you have to either do what I did (which is easier) or redo the first part, which I would not be happy about due to its difficulty.Final Room
I think I have an idea what you were going for here, but it's so easily skipped that I couldn't quite work out what was intended. Definitely looks interesting enough that I'd want to play a reworked version.Overall, this map shows promise, but you need to playtest the shit out of it before releasing.
I played through your map and made a vid of what I found:
My (spoiler-free) thoughts:
First Room
Looks nice - I like the symmetry of it and it's a good size. Provided, of course, that I solved it in the intended way, I thought it was a good mechanic to work with but it was a little too unforgiving; I only included the successful attempt on the vid, but it took me about ten tries each run-through. I took the liberty of quickly bashing together a map as an example of how I'd work with that mechanic:
http://steamcommunity.com/sharedfiles/filedetails/?id=147420694
Connecting Room
As shown in the vid - you don't really need to finish the puzzle here, and if you fail you have to either do what I did (which is easier) or redo the first part, which I would not be happy about due to its difficulty.
Final Room
I think I have an idea what you were going for here, but it's so easily skipped that I couldn't quite work out what was intended. Definitely looks interesting enough that I'd want to play a reworked version.
Overall, this map shows promise, but you need to playtest the shit out of it before releasing.
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from andyp99x on May 24, 2013, 12:39 pmAh nice job of exposing it, I'll have to re-work it so that my ideas are the only correct way of doing it, left too many white walls it seems - that's me overcompensating for a bad habit (I usually leave 95% of the map black and it looks crap)
Cheers dude, you'll have a proper version of it by tonight
Edit: Try now here
[spoiler]The reflection cube now appears much earlier in the map as I used the cube switch for the regular cube, as like a save point to come back to if the second section of the map goes wrong. First bit is now tidier and easier and the third bit has much less whitewall[/spoiler]
Ah nice job of exposing it, I'll have to re-work it so that my ideas are the only correct way of doing it, left too many white walls it seems - that's me overcompensating for a bad habit (I usually leave 95% of the map black and it looks crap)
Cheers dude, you'll have a proper version of it by tonight
Edit: Try now here
Next map title: The Crystal Maze
Quote from toncica on May 24, 2013, 9:41 pmAmazing what good feedback can do. And El Farmerino even providing a design template...
The map is so much better now. I too had trouble on the previous version with the fizzlers. First try was successful and then I had brain lag or something and failed at least ten times in a row. Now you can quickly recover from any mistake, well solved.The last room feels out of place in my opinion. Its size, the gel splatting across the room, the crudeness, it's in contrast to the confined but elegant look of the previous part. I think I know what you want the player to do, but it suited me better to ignore the funnel and to just use the light bridge with some gel. http://youtu.be/jAQlIQgD8X4
Amazing what good feedback can do. And El Farmerino even providing a design template...
The map is so much better now. I too had trouble on the previous version with the fizzlers. First try was successful and then I had brain lag or something and failed at least ten times in a row. Now you can quickly recover from any mistake, well solved.
The last room feels out of place in my opinion. Its size, the gel splatting across the room, the crudeness, it's in contrast to the confined but elegant look of the previous part. I think I know what you want the player to do, but it suited me better to ignore the funnel and to just use the light bridge with some gel. http://youtu.be/jAQlIQgD8X4
Quote from andyp99x on May 25, 2013, 1:42 amKind of what I intended - [spoiler]the funnel to hold loads of gel and then hit the timer for the light bridge just before you aim the cube at the second light bridge trigger, the gel all falls onto the light bridge[/spoiler], disappointing that you made it look a bit simpler lol
Kind of what I intended -
Next map title: The Crystal Maze