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[Released] Cassata Chamber 01

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I also just played this map; my only major complaint is that it's just a .bsp file, no bonus script or anything. A little thing, really, but it's kind of annoying to have to open the console when all the other maps are right there in the bonus maps section - I'm sure someone here would even be able to do it for you if you asked.

Anyway, I loved the feeling of "beating the system". I spent about five or ten minutes wandering around the first room before I realized that

Spoiler
I could use portal-through-portal to get behind one of the doors without holding it open
. It was just awesome in a kind of "stick-it-to-the-man" kind of way.

Another thing, though I'm sure it's a problem of the Source engine, and not your mapping ability, is in the final chamber:

Spoiler
sometimes, when I press the button to open the door, instead of falling into the gap, the WCC just stays sitting at an angle, as though it were still propped up against the door
. Annoying, but nothing major.

All things considered, great job. I look foreword to your future work!

EDIT: This thread has everything you need to know to create a proper bonus map script.

Spoiler
I pretty much figured out what i had to do with the cube right away with the door, but i spent a long time, using the angled platform, or not, and really couldn't get the cube to lay against the door at an angle. it was very frustrating to try to get it to do that.

so that made me go get the ball from the last puzzle and it made me wonder how do you destroy a camera that is on a nonportable wall anyway?

so i spent a lot of wasted time trying something with the ball and the cube against the door to no avail. i'll try fiddling again with the angled platform and see if i can do it....

oh well after all that i did it on the first try. go figure.

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The cake is a PI

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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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I agree that a camera or a turret makes propping a door open easier.

I seem to remember that manipulating objects to be at certain angles was so much easier with the gravity gun in HL2.

Adair wrote:
I seem to remember that manipulating objects to be at certain angles was so much easier with the gravity gun in HL2.

there are certain objects that when you pick them up snap to an angle, this made it easier with certain things. Also the HL2 environment is more varied which makes it easier to prop things against something to rotate them

Awesome map, took me a good 35 minutes to beat.

I admit that I had to resort to spoilers for the last one (although I did manage to get the ----- from the other room into the final chamber by myself, it proved useless anyway XD).

10/10

"I know this facinates you, you facinator."

For anyone stuck in the level, or interested in comparing how they beat it, to how it was intended to be beaten, here is a video I uploaded of the map.
http://www.youtube.com/watch?v=vmRHfeV0yDY

I like my girls like I like my cars, I like them fast, I like them automatic, and I know I'm in trouble if I reach down and feel a stick.

My pc crashes when I get near all those turrets :cry:

youme wrote:
My pc crashes when I get near all those turrets :cry:

Lol. Ouch. :shock:

youme wrote:
My pc crashes when I get near all those turrets :cry:

Whoa!
I thought my pc sucked with it's as-god-as extinct geforce 4800(which is just about the best part of them all :oops: )

Anyways, great map ^^ really liked the tricky way of getting through the first door...and just about everything else too!

Not thinking without portals at the very least...

This level was just about the most fun I've played so far. Top notch. I got to use all sorts of sneaky tricks in this level....I'm guessing other people have experienced the same feeling where you've encountered similar problems before, so you can use the same tricks sometimes..

Spoiler
In the last room for this one, I put a portal up on the wall opposite that of the gridded-off last door button, so that if something came through that portal, gravity would safely guide it down. Instead of looking in the same room, or even just the last big jump for a place to build momentum, I went back to the last big vertical drop so I knew it'd get me across the first time. This trick was also used for some in the 18th level in the normal game if you're looking for a quick way to fly past all those robots; blue portal on the "in room" tilted surface, orange portal down and back on one of the the big pads before the big robot area.

This level was a lot of fun and had a lot of interesting things used in its level construction.

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