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[SP] Dilapidation

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RogerL wrote:
sicklebrick wrote:
Kinda curious though... part 1 seemed a bit simple compared to part 2. Is this the intended solution?

That was my solution for room one as well, except that I easily did it with zero portals, which just seems wrong for a game called ... well, you know ... Portal. Room two was made difficult, for me, only because of all the distracting clutter endemic to this style of map. And I reeeeeaaaaaalllllly wanted to get the companion cube.

Hmm not the intended solution >_< Do you think I should remove some of the clutter? Don't worry you might see that companion cube again :p

Sorry for making your head hurt Sickle :(

Anyway its mainly cause I couldn't get anyone to playtest it before I uploaded so missed a few puzzle breaking things.

Thanks for the feedback

EDIT: Ok I think i've fixed it, unfortunately it does make getting the laser lined up a little fiddly :(

It wasn't that bad man. I'd been up a long time and was just losing focus :)

sicklebrick wrote:
It wasn't that bad man. I'd been up a long time and was just losing focus :)

K :)

Hmm got some changes, will probably add placement helpers, in the first puzzle anyway, cause its a bit annoying and I am thinking about swapping the discouragement field for a second emancipation grill to try to make the puzzle a little trickier and portal focused.

Yeah, some people really like this map style, I just don't happen to be one of them. The first puzzle is much better now and I had to use portals this time! If I could make a suggestion: you make it very easy on the player by giving away so many cubes; you might want to make the player work more to get cubes.

RogerL wrote:
Yeah, some people really like this map style, I just don't happen to be one of them. The first puzzle is much better now and I had to use portals this time! If I could make a suggestion: you make it very easy on the player by giving away so many cubes; you might want to make the player work more to get cubes.

Thanks for the suggestions, should have the update out tomorrow, will hopefully improve the first puzzle a lot xD

It doesn't matter what style you choose, the puzzle is the most important thing. Make a great puzzle, then design around it. I look forward to seeing your next version.

Very funny and interesting map! :thumbup: I loved how you used of the destroyed theme, very well detailed and developed chambers. I liked the puzzle of chamber 1, not much the one in 2 as I don't really like that kind of laser-puzzle, but overall, good ones.

Also, I liked all those surprises and remake of the chambers, they gave you the feel that the environment is alive. Good work :thumbup:

I've recorded my solutions:

RGs2jy_r5pg

Thanks for mapping!

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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RogerL wrote:
It doesn't matter what style you choose, the puzzle is the most important thing. Make a great puzzle, then design around it. I look forward to seeing your next version.

Thanks, I made some minor tweaks and added placement helpers, still a little annoying to aim the laser unfortunately. I'll keep in mind your tips for part 2 :p

josepezdj wrote:
Very funny and interesting map! :thumbup: I loved how you used of the destroyed theme, very well detailed and developed chambers. I liked the puzzle of chamber 1, not much the one in 2 as I don't really like that kind of laser-puzzle, but overall, good ones.

Also, I liked all those surprises and remake of the chambers, they gave you the feel that the environment is alive. Good work :thumbup:

Wow thanks for the video and the nice feedback :) I like the first chamber the most too but most people find it too easy even though I always thought the second puzzle would be too easy xD Depends what type of puzzles you are better at I suppose. Will be starting Part 2 soon unless I need to do more fixes to this.

EDIT

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lol you tried to jump over the collapsed floor everyone seems to do that sorry to say that elevator doesn't have any logic xD, did you fall through it properly in your blind playthrough or does everyone bunnyhop everywhere? Might remove that hinged one, ugh only if really necessary, dont want a 5th update unless something major is broken. Also had intended the fallen catwalk to be used as a mini fling to get the cube rather than standing on one

LoneWolf2056 wrote:
Spoiler
lol you tried to jump over the collapsed floor everyone seems to do that sorry to say that elevator doesn't have any logic xD, did you fall through it properly in your blind playthrough or does everyone bunnyhop everywhere?

Well, in my first run I fell directly... the second time I jumped that lot in order to see what happened :D I'd suggest you to collapse at least another group of tiles, like 128 units more or so, in order to prevent what I do in te video... It's a bit strange that playerclip that stopped me out of nowhere, don't you think?

On the other hand, about your comment in my youtube channel,

LoneWolf2056 wrote:
I? had to add that cube button in order to stop people skipping the puzzle by just redirecting the laser through the emancipation grill though.

I'm afraid that change alone cannot correct it:

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And I assure you is not too difficult to achieve that (weirdly), only a couple of tries. I'd suggest here to activate a "box" made of brushes tied to a func_clip_physics that force the cube to stand in position. You can activate it right in the moment that the cube press the button and deactivate it 1 sec later for example :wink:

EDIT

Man, I forgot to say: impressive detail that wind on the hanging foliage! :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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josepezdj wrote:

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Ugh that's a pain in the ass xD I suppose I could leave it for an alt solution if you are determined to do a zero portal run of that room xD

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