[SP] Dilapidation: Part 6
Quote from LoneWolf2056 on February 16, 2013, 6:07 pmMedium Difficulty
Can you and your companion cube finally escape the facility together?
Thanks to Mevious and Lpfreaky90 for testing
Hope you have enjoyed the series!
If you have any feedback about the series as a whole please leave it here community-releases/dilapidation-collection-t7788.html
Medium Difficulty
Can you and your companion cube finally escape the facility together?
Thanks to Mevious and Lpfreaky90 for testing
Hope you have enjoyed the series!
If you have any feedback about the series as a whole please leave it here community-releases/dilapidation-collection-t7788.html
Quote from portal2tenacious on February 17, 2013, 8:49 amhttp://www.youtube.com/watch?v=kEixwI-PUXY&feature=youtube_gdata
http://www.youtube.com/watch?v=kEixwI-PUXY&feature=youtube_gdata
Quote from quatrus on February 17, 2013, 12:42 pmAgain another very nice addition to the set. Nice battle with the AI, took a few tries to figure out what to do in the allotted time. I guess the ending was to set up part 7? Thanks for creating...well done...5/5
Again another very nice addition to the set. Nice battle with the AI, took a few tries to figure out what to do in the allotted time. I guess the ending was to set up part 7? Thanks for creating...well done...5/5
Quote from RogerL on February 18, 2013, 11:39 pmThis was my least favorite map of the Dilapidation pack. That's probably not what you want to hear for the last map in this series, but let me tell you why. Before the boss fight, there was a very minor puzzle, which makes it seem like an afterthought, like you just threw it in because you didn't know where else to put it, and this threw the pacing off completely. You need something which will build to the big climax.
I'm not a big fan of timed boss fights, but this one again seemed like an afterthought. It was all gymnastics and little cunning. Your series was based on careful thinking and clean execution, but the ending was all quick and precisely placed portals. It just didn't seem to fit.
And then the silly turret battle! Why spend the time to make five maps with great puzzles and then end it with a juvenile turret blindside? It just doesn't make any sense. And I don't think it's a very good way to end your great series.
I very much enjoyed the other maps in this series, but I thought this one didn't come close to the quality of the others.
This was my least favorite map of the Dilapidation pack. That's probably not what you want to hear for the last map in this series, but let me tell you why. Before the boss fight, there was a very minor puzzle, which makes it seem like an afterthought, like you just threw it in because you didn't know where else to put it, and this threw the pacing off completely. You need something which will build to the big climax.
I'm not a big fan of timed boss fights, but this one again seemed like an afterthought. It was all gymnastics and little cunning. Your series was based on careful thinking and clean execution, but the ending was all quick and precisely placed portals. It just didn't seem to fit.
And then the silly turret battle! Why spend the time to make five maps with great puzzles and then end it with a juvenile turret blindside? It just doesn't make any sense. And I don't think it's a very good way to end your great series.
I very much enjoyed the other maps in this series, but I thought this one didn't come close to the quality of the others.
Quote from LoneWolf2056 on February 19, 2013, 6:46 pmThanks for the feedback RogerL, it is a different style to my usual maps, was trying to end with something a little bit different and I knew it wasn't going to be to everyone's taste. The puzzle was to try to throw players off as to what was happening and when or if there would be a battle, although its pretty obvious the button is trapped. I also think personally I may have pushed beyond what I am currently capable of doing with mapping, but pushing myself is how I can learn to make better maps in the future. Don't think I'll be doing any more boss fights any time soon xD Glad you have liked the rest of the series anyway, shall be returning to the normal way of doing maps for future projects.
Thanks for the feedback RogerL, it is a different style to my usual maps, was trying to end with something a little bit different and I knew it wasn't going to be to everyone's taste. The puzzle was to try to throw players off as to what was happening and when or if there would be a battle, although its pretty obvious the button is trapped. I also think personally I may have pushed beyond what I am currently capable of doing with mapping, but pushing myself is how I can learn to make better maps in the future. Don't think I'll be doing any more boss fights any time soon xD Glad you have liked the rest of the series anyway, shall be returning to the normal way of doing maps for future projects.
Quote from PCdoc on February 23, 2013, 8:14 amI liked this map. Again your environments and layout was excellent.
The difficulty was not much - but . . well I always prefer "hard" but not everyone makes hard maps and that is just a fact. But actually the puzzle did stump me for a while as I tried to solve it the wrong way.The Boss Battle was not epic but it was fun to get through it. It must have been hard to create considering what you were up against - especially since we were all so wowed by the game's initial fantastic Boss Battle. So full kudos for having the guts to make one - and again it was a lot of fun, sailing up and down and then way across. When the red kill beams turned on I was just certain that they would do the old "slide towards you and pin you against the wall" routine. Thankfully they did not - that has been overused by others. And thanks for not putting spikes in the wall and having them slide all the way over, crushing me !!! I have had enough of the spikes already - LOL
I sure did try to sail over those barriers to circumvent the AI fight . . . to no avail of course.
Good job - nice series - 🙂
I liked this map. Again your environments and layout was excellent.
The difficulty was not much - but . . well I always prefer "hard" but not everyone makes hard maps and that is just a fact. But actually the puzzle did stump me for a while as I tried to solve it the wrong way.
The Boss Battle was not epic but it was fun to get through it. It must have been hard to create considering what you were up against - especially since we were all so wowed by the game's initial fantastic Boss Battle. So full kudos for having the guts to make one - and again it was a lot of fun, sailing up and down and then way across. When the red kill beams turned on I was just certain that they would do the old "slide towards you and pin you against the wall" routine. Thankfully they did not - that has been overused by others. And thanks for not putting spikes in the wall and having them slide all the way over, crushing me !!! I have had enough of the spikes already - LOL
I sure did try to sail over those barriers to circumvent the AI fight . . . to no avail of course.
Good job - nice series - 🙂

Quote from josepezdj on June 17, 2013, 9:50 amWell, I had this last part pending to play, and I'm sorry for the delay!
I liked it a lot. The visuals are stunning as usual
The puzzle previous to the boss battle was great, with a twisty solution since you need to think a bit out of the box [spoiler]instead of stucking yourself there inbetween the toggleable fizzlers trying to pass the cube somehow instead of respawn it! >.<[/spoiler]
The boss battle was great and much funny to solve as well. I liked the idea of changing the environment to slightly change the way that you have to hurt GLaDOS, and there was an awesome fling to not touch the fizzler too
All in all, awesome series, and a nice last map to finish it.
Thanks for creating!!
Well, I had this last part pending to play, and I'm sorry for the delay!
I liked it a lot. The visuals are stunning as usual The puzzle previous to the boss battle was great, with a twisty solution since you need to think a bit out of the box
The boss battle was great and much funny to solve as well. I liked the idea of changing the environment to slightly change the way that you have to hurt GLaDOS, and there was an awesome fling to not touch the fizzler too
All in all, awesome series, and a nice last map to finish it.
Thanks for creating!!