[SP] First Transcendental Building Course 02
Quote from Brits on June 26, 2011, 10:56 amFirst Transcendental Building Course - Test Chamber 02
Now in Workshop: http://steamcommunity.com/sharedfiles/f ... d=73755776
RC2
-fixed the sounds of the panel in the middle coming from random places
-moved the last faith plateA destroyed/repaired themed test chamber including lasers, faith plates and bridges.
Good luck and have fun. Feedbacks are welcome!
[img]http://dl.dropbox.com/u/10487050/rsz_brits_sp_020011.jpg[/img]
[img]http://dl.dropbox.com/u/10487050/rsz_brits_sp_020013.jpg[/img]
[img]http://dl.dropbox.com/u/10487050/rsz_brits_sp_020017.jpg[/img]Special thanks:
FusedCore for Customizable Spawn Map Options
Omnicoder for Chamber Sign Maker
Darkylight for how to make custom chamber signsFile Name: brits_ftbc_02_rc2.zip
File Size: 5.49 MiB
Click here to download First Transcendental Building Course 02
First Transcendental Building Course - Test Chamber 02
Now in Workshop: http://steamcommunity.com/sharedfiles/f ... d=73755776
RC2
-fixed the sounds of the panel in the middle coming from random places
-moved the last faith plate
A destroyed/repaired themed test chamber including lasers, faith plates and bridges.
Good luck and have fun. Feedbacks are welcome!
[img]http://dl.dropbox.com/u/10487050/rsz_brits_sp_020011.jpg[/img]
[img]http://dl.dropbox.com/u/10487050/rsz_brits_sp_020013.jpg[/img]
[img]http://dl.dropbox.com/u/10487050/rsz_brits_sp_020017.jpg[/img]
Special thanks:
FusedCore for Customizable Spawn Map Options
Omnicoder for Chamber Sign Maker
Darkylight for how to make custom chamber signs
File Name: brits_ftbc_02_rc2.zip
File Size: 5.49 MiB
Click here to download First Transcendental Building Course 02
Quote from xdiesp on June 26, 2011, 12:57 pmBrilliant, follows in the steps of 01 with a puzzle far bigger than the room it's in. Actually, easier this time: every step's counted but all enjoyable.
Short map in a discrete Broken style, with plenty of destruction around and at least one stroke of genius. Puzzles are stimulating, never punishing even with excessive guidance in the 2nd half. The only oddity is that laser on the catapult, doesn't look something Glados would do: if I may suggest, you could tilt it among some debris to show it originally aimed elsewhere.
Brilliant, follows in the steps of 01 with a puzzle far bigger than the room it's in. Actually, easier this time: every step's counted but all enjoyable.
Short map in a discrete Broken style, with plenty of destruction around and at least one stroke of genius. Puzzles are stimulating, never punishing even with excessive guidance in the 2nd half. The only oddity is that laser on the catapult, doesn't look something Glados would do: if I may suggest, you could tilt it among some debris to show it originally aimed elsewhere.
Quote from Nahor on June 26, 2011, 8:30 pmVery good map.
Two little things:
- The pneumatic sound coming from the right when activating the button behind the blue panels even though there is nothing moving there. In a real world, there might be something but in the game it makes the player look in the wrong place.
- The second faith plate sending the player in a weird oblique trajectory.
Very good map.
Two little things:
- The pneumatic sound coming from the right when activating the button behind the blue panels even though there is nothing moving there. In a real world, there might be something but in the game it makes the player look in the wrong place.
- The second faith plate sending the player in a weird oblique trajectory.
Quote from satchmo on June 27, 2011, 1:31 amExcellent use of dynamic lighting and attention to lightmap density, although I may argue that the sharpness of the shadow should blur when the surfaces are farther from the object casting the shadows.
The brushwork really demonstrates attention to detail. The tilting of the wall, the small displaced ceiling tiles. You really put a lot of attention to the look of this map.
The puzzles are fairly challenging, and it took me a while to realize that [spoiler]you have to backtrack to the entrance area to stand on the button to have a clear shot of the portal to the tilting wall. I like the fact that it's tilted, so it draws the player's attention to that piece of wall.[/spoiler]
The brush that [spoiler]falls onto the light bridge looks out of place, because it remains floating even after the light bridge has been moved elsewhere.[/spoiler]
I would suggest moving the faith plate closest to the exit door to near the button that [spoiler]activates the faith plate in the middle area so it does not target at an oblique angle.[/spoiler]
And the laser receptacle for the exit door looks abnormally elongated (stretched out). I can't think of a reason why it needs to look that way.
Excellent use of dynamic lighting and attention to lightmap density, although I may argue that the sharpness of the shadow should blur when the surfaces are farther from the object casting the shadows.
The brushwork really demonstrates attention to detail. The tilting of the wall, the small displaced ceiling tiles. You really put a lot of attention to the look of this map.
The puzzles are fairly challenging, and it took me a while to realize that
The brush that
I would suggest moving the faith plate closest to the exit door to near the button that
And the laser receptacle for the exit door looks abnormally elongated (stretched out). I can't think of a reason why it needs to look that way.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from smwlover on June 27, 2011, 2:52 amExcellent look. Excellent logic. Excellent idea. You have a perfect control over the difficulty of your map. The map is not so easy that it can be solved within five minutes and makes players bored, and not so hard that it becomes frustrating and discouraging. Everything is all at its right place where it should be, so this map is perfectly designed. In a word, it's a splendid masterpiece!! Keep going!!!!!!!!!!
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[I'm looking forward to a longer map with the same quality as this one!]
Excellent look. Excellent logic. Excellent idea. You have a perfect control over the difficulty of your map. The map is not so easy that it can be solved within five minutes and makes players bored, and not so hard that it becomes frustrating and discouraging. Everything is all at its right place where it should be, so this map is perfectly designed. In a word, it's a splendid masterpiece!! Keep going!!!!!!!!!!
[I'm looking forward to a longer map with the same quality as this one!]
Quote from wismeril on June 29, 2011, 4:16 amNice map, great puzzling ideas. Need to think to resolve the map but not too hard to get stuck for two hours. Very clever level design. the laser the the fields are very well used. Keep going like that.
Nice map, great puzzling ideas. Need to think to resolve the map but not too hard to get stuck for two hours. Very clever level design. the laser the the fields are very well used. Keep going like that.
Quote from Darkylight on June 29, 2011, 9:04 amWoa, first time I taked 6 mins of thinking XD, but its not much hard. Some things I suggest you:
-You can make it larger and fun if you make another chamber where you can get the cube and not with a simple button xD.
-Your map can make lag because you dont have anything to optimize (i saw), you need to use skip, hints and nodraw. I wish you know how to do it, if not there are much tutorials in youtube.
-Glasses needs cubemaps, you need one cube map for the glasses, if not it will take the toxic cubemap.
-Fog is so low, in valve maps its 0 to 2000 or 2500, and with a brigher blue.Your map is awesome, here is my run, its possible to do it in less than a minute but I take a little more:
Woa, first time I taked 6 mins of thinking XD, but its not much hard. Some things I suggest you:
-You can make it larger and fun if you make another chamber where you can get the cube and not with a simple button xD.
-Your map can make lag because you dont have anything to optimize (i saw), you need to use skip, hints and nodraw. I wish you know how to do it, if not there are much tutorials in youtube.
-Glasses needs cubemaps, you need one cube map for the glasses, if not it will take the toxic cubemap.
-Fog is so low, in valve maps its 0 to 2000 or 2500, and with a brigher blue.
Your map is awesome, here is my run, its possible to do it in less than a minute but I take a little more:
