[SP] Falling with style
Quote from Jepp on July 20, 2013, 9:07 amExplore old aperture once again in this large underground map!
Screenshots
[spoiler][img]http://imageshack.us/a/img593/2783/5qy0.jpg[/img]
[img]http://imageshack.us/a/img580/1672/8v54.jpg[/img][/spoiler]Have fun and don't forget to leave a comment!
Explore old aperture once again in this large underground map!
Screenshots
[img]http://imageshack.us/a/img580/1672/8v54.jpg[/img]
Have fun and don't forget to leave a comment!
Quote from Jepp on July 20, 2013, 9:18 amI pretty much threw this map together and I really wanna hear about any exploits you might find! This is my first singeplayer-map and mainly focused on gameplay, it was a fun change but I think I'll go bac to doing coop puzzles for my next map
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Special thanks to Lpfreaky90 and Alex for playtesting!
I pretty much threw this map together and I really wanna hear about any exploits you might find! This is my first singeplayer-map and mainly focused on gameplay, it was a fun change but I think I'll go bac to doing coop puzzles for my next map
Special thanks to Lpfreaky90 and Alex for playtesting!

Quote from RectorRocks on July 21, 2013, 2:51 amBrilliant underground map with excellent details and puzzles.
Here's my blindrun:
agukyODcaoEFeedback:
Feedback
[spoiler]-It's a little eerie. Maybe add a little music?
-Use logic_choreographed_scenes instead of ambient_generics for dialouges
-Catwalks don't have their end models
-Maybe add one or two underground chambers instead of just exploring the underground area[/spoiler]5/5. Excellent.
Thanks for mapping!
Cheers!
Brilliant underground map with excellent details and puzzles.
Here's my blindrun:
agukyODcaoE
Feedback:
Feedback
-Use logic_choreographed_scenes instead of ambient_generics for dialouges
-Catwalks don't have their end models
-Maybe add one or two underground chambers instead of just exploring the underground area
5/5. Excellent.
Thanks for mapping!
Cheers!
Quote from Jepp on July 21, 2013, 5:59 amGlad to see you enjoyed it!:)
And thanks for the blindrun rector! I have addressed some problems I found and updated to version 1.1. Maybe I will add some squeaking and metal sound soon to make it less eerie. I like the effect of having cave playing as ambient_generic from the speakers though, and yes it could've benefited from having another chamber, but I really wanna work on some coop ideas I've got, this was more of an experiment:)
Glad to see you enjoyed it!:)
And thanks for the blindrun rector! I have addressed some problems I found and updated to version 1.1. Maybe I will add some squeaking and metal sound soon to make it less eerie. I like the effect of having cave playing as ambient_generic from the speakers though, and yes it could've benefited from having another chamber, but I really wanna work on some coop ideas I've got, this was more of an experiment:)
Quote from quatrus on July 21, 2013, 3:33 pmOutstanding piece of mapping, really enjoyed the hunt for solutions to getting around. Well done --- thanks for creating. I don't play coop so I hope you do some more sp's.
Outstanding piece of mapping, really enjoyed the hunt for solutions to getting around. Well done --- thanks for creating. I don't play coop so I hope you do some more sp's.
Quote from Shakky on July 29, 2013, 11:45 amExploits you say.
[spoiler]EIDF3sOi6a8[/spoiler]
Also because parts of the white huge cracked wall are portalable there is an insanely hard cube jump that would also work as the final jump.
The map itself was great. The puzzle was fun. A bit more exploring oriented and not that difficult but still very enjoyable.
Overall I enjoyed the map a lot.
Exploits you say.
Also because parts of the white huge cracked wall are portalable there is an insanely hard cube jump that would also work as the final jump.
The map itself was great. The puzzle was fun. A bit more exploring oriented and not that difficult but still very enjoyable.
Overall I enjoyed the map a lot.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from Jepp on July 29, 2013, 1:11 pmThank you for taking your time shakky, really great vid!:)
Indeed some of those things you did was kind of hacky but I wanted to make way for exploration and creative solving and let the player find his own way of getting to the exit. Also most of your moves didn't really exploit the map and I left that last strafe jump in there for now, I don't know any proper way to avoid it, and it is quite nice ^^
To anyone who speedruns:
There's a faster way of getting through the sewers part, and I've yet to see someone make that strafejump all the way to the exit
Thank you for taking your time shakky, really great vid!:)
Indeed some of those things you did was kind of hacky but I wanted to make way for exploration and creative solving and let the player find his own way of getting to the exit. Also most of your moves didn't really exploit the map and I left that last strafe jump in there for now, I don't know any proper way to avoid it, and it is quite nice ^^
To anyone who speedruns:
There's a faster way of getting through the sewers part, and I've yet to see someone make that strafejump all the way to the exit
Quote from amandar on July 30, 2013, 4:26 pmI really liked the setting of the map. It really felt underground. You did a good job designing it. Though it seemed at times it bordered on gimmicky because of all the little items everywhere and because of the various times Cave spoke (but I kinda liked the one that told me to get back to testing while in that hidden room). The timed laser barriers seemed unnecessary. And I feel like the big cage that opens and closes should have had more of a purpose other than catching you. It just seems like a really big item to only have one purpose. And I wonder if there would have been a better way to drop the cube in the ooze rather than to have it slide on the board with preplaced speed gel. Anyways I had a lot of fun in the map. Thank you for making it.
I really liked the setting of the map. It really felt underground. You did a good job designing it. Though it seemed at times it bordered on gimmicky because of all the little items everywhere and because of the various times Cave spoke (but I kinda liked the one that told me to get back to testing while in that hidden room). The timed laser barriers seemed unnecessary. And I feel like the big cage that opens and closes should have had more of a purpose other than catching you. It just seems like a really big item to only have one purpose. And I wonder if there would have been a better way to drop the cube in the ooze rather than to have it slide on the board with preplaced speed gel. Anyways I had a lot of fun in the map. Thank you for making it.
Quote from Mr Waterhandle on August 1, 2013, 5:28 pmI tried it once before, but gave up because of lack of patience for what is really just an annoying start... I got through this time with abusing the quicksave. It's incredibly easy to die for trying something out in that part (for example: can I jump on that ramp from the first floor portable surface? Oh okay, nope), or slipping off a ledge, and there doesn't seem to be a good reason for it. It is finnicky and Portal 2 is not a platforming game like that. I kept playing, because I figured it got better. The final area is was fun enough. Interesting to have a combination of exploring and a puzzle. Thanks for mapping, if you can please polish the first part up more.
I tried it once before, but gave up because of lack of patience for what is really just an annoying start... I got through this time with abusing the quicksave. It's incredibly easy to die for trying something out in that part (for example: can I jump on that ramp from the first floor portable surface? Oh okay, nope), or slipping off a ledge, and there doesn't seem to be a good reason for it. It is finnicky and Portal 2 is not a platforming game like that. I kept playing, because I figured it got better. The final area is was fun enough. Interesting to have a combination of exploring and a puzzle. Thanks for mapping, if you can please polish the first part up more.