[SP] Falling with style
Quote from Jepp on August 4, 2013, 8:20 amThanks guys for the awesome detailed feedback. I know the puzzle ain't as solid and thought through as my previous tests and I understand if not everyone likes it. I've done my best to iron out fiddly and unlogical stuff but without making the map feel edgeless or removing the sense of danger. If there is something in particular you think I should change, alter and/or move please let me know
Thanks guys for the awesome detailed feedback. I know the puzzle ain't as solid and thought through as my previous tests and I understand if not everyone likes it. I've done my best to iron out fiddly and unlogical stuff but without making the map feel edgeless or removing the sense of danger. If there is something in particular you think I should change, alter and/or move please let me know

Quote from josepezdj on August 14, 2013, 6:33 amAwesome map Jepp!
![]()
Yesterday I recorded my blind run for this map. I know I come really late to the party, but it definitely deserved the wait! Let me edit it and upload it later today and post it then.
I loved the brush work and with displacements A LOT. Also flinging is one of my favourite tasks from this game, so...
I liked much the a-ha moments in this puzzle, and tbh they took their time to come!
I think I played it a bit dumbly and I tried first a few crazy things before stopping and thinking
(I guess I was a bit too rusty after too much mapping and less playing)... However, a possible tiny complaint could be that it isn't too noticeable the floor button function, overall when what it makes is happening to your back. I know signalizing in this kind of cavern-type map is not too recommended but maybe changing the orientation of the dropper and the ramp wouldd have helped some
(I even thought that you could break the last platform if you crashed with strength agaisnt it after a fling >.<) I also tried to reach the last of the grated floors (closest to the big red crane) with the 2 "Vitrified" doors to see if I could activate some sort of mechnism to handle the crane
(you'll see all my attempts in the video altogether with a noclip visit to the crane :p)
Great element those pushable wooden planks!
It allows some interesting puzzle maneuvers!
And finally I loved the little side-spaces to explore around a bit
All in all, a very interesting map, my friend. Cheers!
I expect that you make more single player maps in the future!
5/5 from me.
EDIT
OK, there you go! Sorry for the delay
THIS is what you can call to fall with style:
![]()
Awesome map Jepp!
Yesterday I recorded my blind run for this map. I know I come really late to the party, but it definitely deserved the wait! Let me edit it and upload it later today and post it then.
I loved the brush work and with displacements A LOT. Also flinging is one of my favourite tasks from this game, so... I liked much the a-ha moments in this puzzle, and tbh they took their time to come!
I think I played it a bit dumbly and I tried first a few crazy things before stopping and thinking
(I guess I was a bit too rusty after too much mapping and less playing)... However, a possible tiny complaint could be that it isn't too noticeable the floor button function, overall when what it makes is happening to your back. I know signalizing in this kind of cavern-type map is not too recommended but maybe changing the orientation of the dropper and the ramp wouldd have helped some
(I even thought that you could break the last platform if you crashed with strength agaisnt it after a fling >.<) I also tried to reach the last of the grated floors (closest to the big red crane) with the 2 "Vitrified" doors to see if I could activate some sort of mechnism to handle the crane
(you'll see all my attempts in the video altogether with a noclip visit to the crane :p)
Great element those pushable wooden planks! It allows some interesting puzzle maneuvers!
And finally I loved the little side-spaces to explore around a bit
All in all, a very interesting map, my friend. Cheers!
I expect that you make more single player maps in the future!
5/5 from me.
EDIT
OK, there you go! Sorry for the delay
THIS is what you can call to fall with style:
Quote from Jepp on August 19, 2013, 4:42 amThanks for the kind words and the awesome blindrun! Yeah I see what you mean with the orientation of the floorbutton, you would've gone through the chamber more smooth if you'd notice what it does right away, but maybe you should've prosured it was used for something!
There is an arrow and a cube respawn button that is directly facing the platform but I should've done more work to come up with a better solution to that issue. Also the crane placement may be a bit misleading, and I see I should've made it obvious that you're not suppose to go to that 3rd pillar. The white surface on the side could probably be removed to prevent that fling.
It's no fun to wander around a chamber for too long without knowing what you're suppose to do. It's one of the things I dislike the most in a map and I'll try to make the next part a bit more straightforward without making it too linear.
Cheers mate!
Thanks for the kind words and the awesome blindrun! Yeah I see what you mean with the orientation of the floorbutton, you would've gone through the chamber more smooth if you'd notice what it does right away, but maybe you should've prosured it was used for something! There is an arrow and a cube respawn button that is directly facing the platform but I should've done more work to come up with a better solution to that issue. Also the crane placement may be a bit misleading, and I see I should've made it obvious that you're not suppose to go to that 3rd pillar. The white surface on the side could probably be removed to prevent that fling.
It's no fun to wander around a chamber for too long without knowing what you're suppose to do. It's one of the things I dislike the most in a map and I'll try to make the next part a bit more straightforward without making it too linear.
Cheers mate!