[SP] Faith Plate Test Concept
Quote from Francis_4_Dead on June 4, 2011, 11:52 pmSorry about double-posting. I have no idea how to delete a previously posted map in another category, or move the previously posted map in a different category.
The thumbnail was taken a long time ago. It's really outdated; I got too lazy to get another picture.
Video Preview:
http://www.youtube.com/watch?v=oQ6dEYGSrWgThis is just a simple concept using link_portal_door entities to have multiple chambers be revolving around a simple faith plate in the "main hub" to get to the exit.
File Name: FaithPlateTestConcept.rar
File Size: 25.42 MiB
Click here to download Faith Plate Test Concept
Sorry about double-posting. I have no idea how to delete a previously posted map in another category, or move the previously posted map in a different category.
The thumbnail was taken a long time ago. It's really outdated; I got too lazy to get another picture.
Video Preview:
http://www.youtube.com/watch?v=oQ6dEYGSrWg
This is just a simple concept using link_portal_door entities to have multiple chambers be revolving around a simple faith plate in the "main hub" to get to the exit.
File Name: FaithPlateTestConcept.rar
File Size: 25.42 MiB
Click here to download Faith Plate Test Concept
Quote from xdiesp on June 5, 2011, 6:10 amLots of chambers in here, but all a bit green. Mapping is getting there, amidst the oddities, but what you notice is the puzzles' reliance on the weird and one-shot gimmick.
Overall, wip quality but needs fixes and signsguides to prevent people from dropping it out of belief they're playing an incomplete broken test.
Lots of chambers in here, but all a bit green. Mapping is getting there, amidst the oddities, but what you notice is the puzzles' reliance on the weird and one-shot gimmick.
Overall, wip quality but needs fixes and signsguides to prevent people from dropping it out of belief they're playing an incomplete broken test.
Quote from Francis_4_Dead on June 5, 2011, 12:05 pmExcuse my non-existing play testers. I have none.
I'll go on and revise it with better lighting (which I need to work on) and other stuff.
Excuse my non-existing play testers. I have none.
I'll go on and revise it with better lighting (which I need to work on) and other stuff.
Quote from Adair on June 7, 2011, 5:47 amBased on the description I was amazed at how many chambers were here. I guess the file size should have given that away.
I liked the first part. [spoiler]Mostly just flinging, but enjoyable.[/spoiler]
The second chamber was my favorite part of the map. I guess I liked the sense of discovery where some things were not in plain view when you first walk in.
I had trouble in chamber 3. [spoiler]I couldn't figure out how to get up to the mini button that releases the second cube. I feel like I tried a lot of different things, most ending in death, but I never figured it out. I eventually no-clipped up there and then proceeded from there normally.[/spoiler]
The next chamber with [spoiler]companion cubes[/spoiler] was interesting for a minute, but was really too repetitive.
The end is...not how I like maps to end. [spoiler]Escaping is always better than forced death.[/spoiler]
Based on the description I was amazed at how many chambers were here. I guess the file size should have given that away.
I liked the first part.
The second chamber was my favorite part of the map. I guess I liked the sense of discovery where some things were not in plain view when you first walk in.
I had trouble in chamber 3.
The next chamber with
The end is...not how I like maps to end.
Quote from Francis_4_Dead on June 7, 2011, 4:02 pmI'd figure that getting to the button up top was a hassle. I'll be sure to find a way on how to shine a light to get to the button.
I need me some playtesters.
I'd figure that getting to the button up top was a hassle. I'll be sure to find a way on how to shine a light to get to the button.
I need me some playtesters.
Quote from Lawton on June 9, 2011, 3:26 pmIt took me a while to figure out how to get to the button. Here's a little hint: faith plates may treat people and cubes differently. I liked the dynamic of switching rooms by rotating faith plates. The only thing wrong with it is that the first room doesn't need the blue gel; it can be done with flinging.
It took me a while to figure out how to get to the button. Here's a little hint: faith plates may treat people and cubes differently. I liked the dynamic of switching rooms by rotating faith plates. The only thing wrong with it is that the first room doesn't need the blue gel; it can be done with flinging.
Quote from KennKong on November 30, 2011, 1:14 amThis one just wore me out. I'm in the room with the four cubes bouncing around it, and I either miss the cubes or hit the cubes and we both go in the drink. Round and round and round it goes, where it stops, nobody knows.
I won't rate this map until I finish it, but that may be never.
EDIT: Or, I'm so stubborn that I won't quit. This map needs a lot of fine tuning to be enjoyable. The puzzles have the potential to be fun, but all the incessant trial and error just sucks the fun out of it. Ordinarily, I'd give a map of this length and complexity a 4 just for content, but the almost complete lack of playability drags it all the way down to a 2.
1. Room with funnel and smashers - slow funnel down, maybe one less smasher.
2. Room with four cubes, raise arc of cubes to increase grabable radius
This one just wore me out. I'm in the room with the four cubes bouncing around it, and I either miss the cubes or hit the cubes and we both go in the drink. Round and round and round it goes, where it stops, nobody knows.
I won't rate this map until I finish it, but that may be never.
EDIT: Or, I'm so stubborn that I won't quit. This map needs a lot of fine tuning to be enjoyable. The puzzles have the potential to be fun, but all the incessant trial and error just sucks the fun out of it. Ordinarily, I'd give a map of this length and complexity a 4 just for content, but the almost complete lack of playability drags it all the way down to a 2.
1. Room with funnel and smashers - slow funnel down, maybe one less smasher.
2. Room with four cubes, raise arc of cubes to increase grabable radius
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