[RELEASE] cpm_wccmap
Quote from msleeper on December 18, 2007, 10:17 pmI voted for this map not because of the neat reverse gravity effect, but because it made me feel like the Compaion Cube was a required part of the journey, and as someone else said in the voting thread, it felt like we were partners through the map.
I voted for this map not because of the neat reverse gravity effect, but because it made me feel like the Compaion Cube was a required part of the journey, and as someone else said in the voting thread, it felt like we were partners through the map.
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Quote from DELTA2468 on December 19, 2007, 9:19 am[spoiler]For the fling room I did a trampoline portal placement and had my cube floating inbtween the portals so when I came down I "kicked" it into the anti grav fields.[/spoiler]
Quote from Volatile on December 19, 2007, 8:11 pm[spoiler]For the WCC fling I just put a portal on the ceiling where the "x" was, a portal on the wall panel you're supposed to fling from and just jumped and released the cube into the anti-gravity field. No terminal velocity required.[/spoiler]
By the way, I loved this map. Some of it was very intimidating at first, but once you figure everything out it's pretty much sublime. [spoiler]The anti-gravityness wasn't obvious at first (I thought, in the first room, you had to throw the box into the switch while running through the door, using a portal. I wasn't aware that a gravity field existed. That could be made a bit more clear.)[/spoiler]
Other than that, this was most excellent.
Edit: Oh yeah, and [spoiler]the WCC elevator...genius.[/spoiler]
By the way, I loved this map. Some of it was very intimidating at first, but once you figure everything out it's pretty much sublime.
Other than that, this was most excellent.
Edit: Oh yeah, and

Quote from VolumetricSteve on December 19, 2007, 10:17 pmFirst off, this was a very well and cleanly built level, not to mention fun. However, I'm fairly confident I didn't beat a single puzzle the way it was meant to be beaten.
[spoiler]I had the portal text and sounds turned off, so except for visuals, I had no interaction with the game. I just looked at the gravity thing and somehow knew exactly what it was as if it'd been in the full game and it was just second nature to know it's function....good design on your part i guess.
then, for the majority of the rest of the game, i portaled through portals in a very sneaky-like fashion, totally circumventing some door based puzzles. (a la speed runs of the beginning of level 19)[/spoiler]
but over all, fun, I enjoyed myself
First off, this was a very well and cleanly built level, not to mention fun. However, I'm fairly confident I didn't beat a single puzzle the way it was meant to be beaten.
then, for the majority of the rest of the game, i portaled through portals in a very sneaky-like fashion, totally circumventing some door based puzzles. (a la speed runs of the beginning of level 19)
but over all, fun, I enjoyed myself
Quote from MrTwoVideoCards on December 27, 2007, 2:15 amPRetty cool stuff you have, and i belive i just realized something, technically what me and Mr.Cow have made isn't Anti-Grav, Its just simply applying force towards an object, in a certain direction. Anti-Gravity is where the Objects mass, and total weight become 0.
So with that said, Hooray for 1/2 anti-gravity!
PRetty cool stuff you have, and i belive i just realized something, technically what me and Mr.Cow have made isn't Anti-Grav, Its just simply applying force towards an object, in a certain direction. Anti-Gravity is where the Objects mass, and total weight become 0.
So with that said, Hooray for 1/2 anti-gravity!
Quote from NykO18 on January 17, 2008, 4:27 amGreat map, I enjoyed it a lot.
When I understood that I should return to the first room to get that damn cube and bring it two or three rooms after, I was like "damn, I knew I should have taken it with me from the start".
I also liked that last room when I tried to put that cube into the incinerator and noticed that the cubic hole on the glass pane was way too small to pass it. Man, I tried to force it into every possible angle before realizing that there was a concrete ceiling above the incinerator.
Well done !
Great map, I enjoyed it a lot.
When I understood that I should return to the first room to get that damn cube and bring it two or three rooms after, I was like "damn, I knew I should have taken it with me from the start".
I also liked that last room when I tried to put that cube into the incinerator and noticed that the cubic hole on the glass pane was way too small to pass it. Man, I tried to force it into every possible angle before realizing that there was a concrete ceiling above the incinerator.
Well done !
Quote from Adair on January 17, 2008, 1:45 pmNykO18 wrote:Great map, I enjoyed it a lot.
When I understood that I should return to the first room to get that damn cube and bring it two or three rooms after, I was like "damn, I knew I should have taken it with me from the start".Most custom mappers try to adhere to the sandard that if its a companion cube the player needs to bring it with them through the map, use it to solve most if not all the puzzles, and then be forced to euthanize it before stepping onto the elevator at the end. Also, that whole idea was the theme of the monthly contest that Mr.Cow's "cpm_wccmap" won first place in.
When I understood that I should return to the first room to get that damn cube and bring it two or three rooms after, I was like "damn, I knew I should have taken it with me from the start".
Most custom mappers try to adhere to the sandard that if its a companion cube the player needs to bring it with them through the map, use it to solve most if not all the puzzles, and then be forced to euthanize it before stepping onto the elevator at the end. Also, that whole idea was the theme of the monthly contest that Mr.Cow's "cpm_wccmap" won first place in.

