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[SP] Companion Retrieval Run

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Wow, time to dust this thing off. Spent a lot of time this past week finally fixing things so they stick and adding quick save brushes to places, as well as new areas. Still haven't worked out how to get textures that don't have the sharp edges yet, but this is a learning experience for me. Should have something out for it soon.

There is no good or evil in the world. Thinking makes it so.

The textures are made to be at measurements of 64, 128 and 256 (etc.) units. So if your walls are not exactly on those measurements then the panel tiles will not mesh up. It took me a while to figure that out, I didn't notice it for my first few maps. But the ones i'm doing now religiously take this line.

Anyway, surely you should just start a new map with all the new stuff you have learned instead of trying to polish up an old level that, quite frankly, might not be worth resuscitating.

Wanderer2021 wrote:
Wow, time to dust this thing off. Spent a lot of time this past week finally fixing things so they stick and adding quick save brushes to places, as well as new areas. Still haven't worked out how to get textures that don't have the sharp edges yet, but this is a learning experience for me. Should have something out for it soon.

I liked very much the puzzle that were challenging, however if you are working on this map again, I would recommend to first focus on fixing the save issues and giving the possibility to get back cubes when you loose them, before adressing the aesthetics. I did manage to finish the map but had to restart a couple of times and also redo the whole sequence of getting the funnel working over and over because of dying on the last jumps. This was a tiny teeny bit frustrating. But the map is worth it.

The Irate Pirate wrote:
The textures are made to be at measurements of 64, 128 and 256 (etc.) units. So if your walls are not exactly on those measurements then the panel tiles will not mesh up. It took me a while to figure that out, I didn't notice it for my first few maps. But the ones i'm doing now religiously take this line.

Anyway, surely you should just start a new map with all the new stuff you have learned instead of trying to polish up an old level that, quite frankly, might not be worth resuscitating.

Normally, I would have, but the case with this map is that I just didn't understand the tools at hand. After playing with them some more and going further into their depths, I realized a lot of my mistakes were simple ones and implemented them fairly quickly, such as why the telescopic arms weren't holding their positions(looking back, I realize that that was a rather foolish thing to over look, so I apologize for that folks.) Now not all of the map was bad, since a few folks seem to enjoy it, but I understand what parts were absolute crap after opening up the map again and trying it, so I stream lined those and adjusted them a large amount so it wouldn't cause so much rage (the jump segments above the laser grid). I'd rather fix the noob mistakes on this map first and see if I'm moving on a better track, before starting a new nightmare.

Long story short, I'm stubborn. None the less, the map has been updated finally, and it can be accessed from the download link on the first post. I made a small change log to kind of cover the major updates to the map, though it probably would be more entertaining to play the map once to get a feel for it.

as a note, you can go about opening the exit in a few ways, I just figure that carrying the cube with you the whole time adds much more challenge to the map.

There is no good or evil in the world. Thinking makes it so.
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