[SP] Distracted by Love
Quote from Madk on June 3, 2011, 8:57 pmDisclaimer: the backstage areas are irrelevant to the main puzzle. They form a second, more difficult puzzle. If you do not enjoy exploration, stay out of the backstage areas.
Distracted_by_Love, a map by Madk for the Thinkingwithportals Summer Mapping Initiative
Distracted by Love is a gel-centric amalgamation of at least one test chamber, featuring an interesting combination of themes.
External: http://dl.dropbox.com/u/10116881/Distra ... ve_1.1.rar
Distracted by Love
Disclaimer: the backstage areas are irrelevant to the main puzzle. They form a second, more difficult puzzle. If you do not enjoy exploration, stay out of the backstage areas.
Distracted_by_Love, a map by Madk for the Thinkingwithportals Summer Mapping Initiative

Distracted by Love is a gel-centric amalgamation of at least one test chamber, featuring an interesting combination of themes.




External: http://dl.dropbox.com/u/10116881/Distra ... ve_1.1.rar
Distracted by Love
Quote from Enigmaphase on June 4, 2011, 5:20 amHoly crap that was intense and confusing and giant - a very unique style for sure. The primary complaint I have about this map is all the little boxy areas that you couldn't climb through: they looked exactly like the ones that you could climb through and it would be possible to lose cubes in there irretrievably (or were there cube respawn buttons?).
I particularly enjoyed the ethereal furniture room.
Holy crap that was intense and confusing and giant - a very unique style for sure. The primary complaint I have about this map is all the little boxy areas that you couldn't climb through: they looked exactly like the ones that you could climb through and it would be possible to lose cubes in there irretrievably (or were there cube respawn buttons?).
I particularly enjoyed the ethereal furniture room.
Quote from xdiesp on June 4, 2011, 8:37 amIncredible explorative map, you feel lost forever in a maze big enough for 3 different style zones. Feels like a Myst age. As excellent the mapping as it is, there's arguably a better one at the competition's top: but the eerie "wandering in mystery" experience? Unmatched.
Incredible explorative map, you feel lost forever in a maze big enough for 3 different style zones. Feels like a Myst age. As excellent the mapping as it is, there's arguably a better one at the competition's top: but the eerie "wandering in mystery" experience? Unmatched.
Quote from Madk on June 4, 2011, 3:28 pmEnigmaphase wrote:Holy crap that was intense and confusing and giant - a very unique style for sure. The primary complaint I have about this map is all the little boxy areas that you couldn't climb through: they looked exactly like the ones that you could climb through and it would be possible to lose cubes in there irretrievably (or were there cube respawn buttons?).I particularly enjoyed the ethereal furniture room.
Unfortunately, the cubes can be lost. I suppose this could be fixed by droppers. I will get right on that.
Also, thanks much for the kind words!
I particularly enjoyed the ethereal furniture room.
Unfortunately, the cubes can be lost. I suppose this could be fixed by droppers. I will get right on that.
Also, thanks much for the kind words!
Quote from xdiesp on June 4, 2011, 4:25 pmAnd if you still had doubts about the size of this map...
And if you still had doubts about the size of this map... ![]()
http://i212.photobucket.com/albums/cc12 ... byLove.jpg
Quote from Madk on June 4, 2011, 5:11 pmThe map has been updated to 1.1; I added some signage overlays to hopefully make things a bit less confusing, and I added cube droppers so that if the cubes are lost they can be recovered. I also made a few minor changes in regards to visuals.
The map has been updated to 1.1; I added some signage overlays to hopefully make things a bit less confusing, and I added cube droppers so that if the cubes are lost they can be recovered. I also made a few minor changes in regards to visuals.
Quote from Chewbacha007 on June 4, 2011, 5:52 pmI wasn't a fan of this map. There was absolutely no flow to it at all. It was more of a maze than a puzzle.
I just happened to stumble upon the laser redirection cube. However this was after I saw the destination of said laser... so then I wandered around for another 20 minutes looking for what I had seen, but never found it again.
There needs to be more visual markers / distinct areas to give the player more of a sense of where the hell they are in this huge map.
The 'backstage' areas where neat at first... until it all looked the same and I got lost.
I wasn't a fan of this map. There was absolutely no flow to it at all. It was more of a maze than a puzzle.
I just happened to stumble upon the laser redirection cube. However this was after I saw the destination of said laser... so then I wandered around for another 20 minutes looking for what I had seen, but never found it again.
There needs to be more visual markers / distinct areas to give the player more of a sense of where the hell they are in this huge map.
The 'backstage' areas where neat at first... until it all looked the same and I got lost.
Quote from Idolon on June 4, 2011, 6:19 pmChewbacha007 wrote:I wasn't a fan of this map. There was absolutely no flow to it at all. It was more of a maze than a puzzle.I just happened to stumble upon the laser redirection cube. However this was after I saw the destination of said laser... so then I wandered around for another 20 minutes looking for what I had seen, but never found it again.
There needs to be more visual markers / distinct areas to give the player more of a sense of where the hell they are in this huge map.
The 'backstage' areas where neat at first... until it all looked the same and I got lost.
This.
Let's say your map is a meal you are serving to the players. If you feed them too little, they starve and want more. If you feed them too much, they say "no thanks" and throw what they don't want away.
I just happened to stumble upon the laser redirection cube. However this was after I saw the destination of said laser... so then I wandered around for another 20 minutes looking for what I had seen, but never found it again.
There needs to be more visual markers / distinct areas to give the player more of a sense of where the hell they are in this huge map.
The 'backstage' areas where neat at first... until it all looked the same and I got lost.
This.
Let's say your map is a meal you are serving to the players. If you feed them too little, they starve and want more. If you feed them too much, they say "no thanks" and throw what they don't want away.
Quote from timefiller on June 4, 2011, 7:09 pmChewbacha007 wrote:I wasn't a fan of this map. There was absolutely no flow to it at all. It was more of a maze than a puzzle.I just happened to stumble upon the laser redirection cube. However this was after I saw the destination of said laser... so then I wandered around for another 20 minutes looking for what I had seen, but never found it again.
There needs to be more visual markers / distinct areas to give the player more of a sense of where the hell they are in this huge map.
The 'backstage' areas where neat at first... until it all looked the same and I got lost.
+1
Spent an hour not know what I was supposed to be doing.
I just happened to stumble upon the laser redirection cube. However this was after I saw the destination of said laser... so then I wandered around for another 20 minutes looking for what I had seen, but never found it again.
There needs to be more visual markers / distinct areas to give the player more of a sense of where the hell they are in this huge map.
The 'backstage' areas where neat at first... until it all looked the same and I got lost.
+1
Spent an hour not know what I was supposed to be doing.
Quote from Jollepoker on June 4, 2011, 8:51 pmAre you guys serious? Really? I guess you prefer maps that just serves everything in front of you with a sign next to it that says "do this" and another one next to it that says "next, do this", just so you can be amazed over how cool the game mechanics are and how well you were able to preform the same tasks a three year old could. I don't want to be judging, but I guess you are also the types that prefer the types of maps that only have portable surfaces where you are supposed to shot portals to solve the puzzels.
This map is amazing. I reminds me of what I missed when I played the original portal and how cool it would be to just jump around and explore things instead of progressing through a corridor. I felt like a real explorer (like Rick!). For me the map was not so confusing but I guess it could be if you took a brake in the middle of it. I passed it in around 20 minutes.
The puzzles and figuring out how to do stuff parts were all "AHA!" moments, which are great. I do believe however this map has another audience than normal portal maps as they are quite different. This however lands right in my box! Good job!
Are you guys serious? Really? I guess you prefer maps that just serves everything in front of you with a sign next to it that says "do this" and another one next to it that says "next, do this", just so you can be amazed over how cool the game mechanics are and how well you were able to preform the same tasks a three year old could. I don't want to be judging, but I guess you are also the types that prefer the types of maps that only have portable surfaces where you are supposed to shot portals to solve the puzzels.
This map is amazing. I reminds me of what I missed when I played the original portal and how cool it would be to just jump around and explore things instead of progressing through a corridor. I felt like a real explorer (like Rick!). For me the map was not so confusing but I guess it could be if you took a brake in the middle of it. I passed it in around 20 minutes.
The puzzles and figuring out how to do stuff parts were all "AHA!" moments, which are great. I do believe however this map has another audience than normal portal maps as they are quite different. This however lands right in my box! Good job!
