[SP] Gamma Test 1

Quote from ChickenMobile on August 10, 2012, 11:33 amMy feedback:
Do not read if you are judge![spoiler]If this map wasn't so confusing I think I would have liked it much better.
The start was easy however getting towards the later chambers made me completely stuck. The cube room with the world portals I assumed was impossible seeing as the companion cube went through the catapult instead of being launched. Plus I saw no easy way for me to press the button to enable the funnel plus stand on the button WHILE chucking the cube for it's fling into it.
I'm not sure what was the purpose of redirection the laser with the lasercube on the platform, and I couldn't solve the final puzzle with the bounce gel to get to the exit.
All bad things said, the visuals were absolutely amazing and interesting; I have never seen a portal map like that before. The ambience and music was good and all your custom models, textures and the rest were very well made. By doing this, you literally made your own custom theme.
Your chambers did not feel cramped or too big and most of the puzzles were pretty straight forward once you knew how to do them.I say well done on this one, it looks like you put a lot of work into it.[/spoiler]
My feedback:
Do not read if you are judge!
The start was easy however getting towards the later chambers made me completely stuck. The cube room with the world portals I assumed was impossible seeing as the companion cube went through the catapult instead of being launched. Plus I saw no easy way for me to press the button to enable the funnel plus stand on the button WHILE chucking the cube for it's fling into it.
I'm not sure what was the purpose of redirection the laser with the lasercube on the platform, and I couldn't solve the final puzzle with the bounce gel to get to the exit.
All bad things said, the visuals were absolutely amazing and interesting; I have never seen a portal map like that before. The ambience and music was good and all your custom models, textures and the rest were very well made. By doing this, you literally made your own custom theme.
Your chambers did not feel cramped or too big and most of the puzzles were pretty straight forward once you knew how to do them.
I say well done on this one, it looks like you put a lot of work into it.
Quote from BEARD! on August 12, 2012, 10:47 amLoads of stuff to play with here but I didn't manage to complete the map.
Aesthetics
Once you get past a small fling puzzle you're thrown into a completely new aesthetic style. I can't fault the looks, everything was pleasing.Gameplay and Difficulty
Half the time I didn't know what I was doing nor what I was supposed to be doing. I didn't feel like I was solving puzzles - just wandering around hoping for the best. All in all, I stopped playing after 25 minutes. Sorry to complain so much, but here were some of the reasons I was annoyed:If you're going to introduce custom textures PLEASE make it clear which are portalable and which aren't. There are inconsistencies like bright white 'look at me I'm portalable' metal panels and dark grey 'I reject your portals with malice' panels which were actually portalable. Players shouldn't have to click every surface to know if it's portlable.
These new buttons are inconsistent too - the first one you meet responds only to the player but later floor tiles respond to cubes as well.
The door with the I and III signs was a particular highlight of confusion. At first I didn't even realise that it was a door - I thought it was a place to dump cubes to make something else happen later on in the level.
There were timer buttons with no timer sound.
There was an [spoiler]invisible forcefield which didn't let me past to if there was a cube nearby[/spoiler]. What the heck was that about?
Bugs and Mapping Details
[spoiler]* Visleafs are a mess - almost everything appeared to be a world brush. Needs more func_detail!
* In the first room, the fizzler models weren't set into the walls
* Many tick signs were backwards
* The elevator that takes you down to the custom-style area continued to emit it's moving sound when it had stopped
* After fizzling the 'I' cube, another two spawned in its place. I fizzled another and summoned three!
* In the tall room with the diagonal light bridges, the sign for light bridge was drawn behind its supporting brush.
* Somehow I managed to pull the cubes onto the 'I' and 'III' elevator and exit quickly, meaning the lift rose up without me on it.[/spoiler]
Loads of stuff to play with here but I didn't manage to complete the map.
Aesthetics
Once you get past a small fling puzzle you're thrown into a completely new aesthetic style. I can't fault the looks, everything was pleasing.
Gameplay and Difficulty
Half the time I didn't know what I was doing nor what I was supposed to be doing. I didn't feel like I was solving puzzles - just wandering around hoping for the best. All in all, I stopped playing after 25 minutes. Sorry to complain so much, but here were some of the reasons I was annoyed:
If you're going to introduce custom textures PLEASE make it clear which are portalable and which aren't. There are inconsistencies like bright white 'look at me I'm portalable' metal panels and dark grey 'I reject your portals with malice' panels which were actually portalable. Players shouldn't have to click every surface to know if it's portlable.
These new buttons are inconsistent too - the first one you meet responds only to the player but later floor tiles respond to cubes as well.
The door with the I and III signs was a particular highlight of confusion. At first I didn't even realise that it was a door - I thought it was a place to dump cubes to make something else happen later on in the level.
There were timer buttons with no timer sound.
There was an
Bugs and Mapping Details
* In the first room, the fizzler models weren't set into the walls
* Many tick signs were backwards
* The elevator that takes you down to the custom-style area continued to emit it's moving sound when it had stopped
* After fizzling the 'I' cube, another two spawned in its place. I fizzled another and summoned three!
* In the tall room with the diagonal light bridges, the sign for light bridge was drawn behind its supporting brush.
* Somehow I managed to pull the cubes onto the 'I' and 'III' elevator and exit quickly, meaning the lift rose up without me on it.
Co-operative: Lightspeed Upstairs Downstairs
Quote from Invorxt on August 12, 2012, 6:12 pmi really liked this one! as far as i'm concerned, getting used to the new aesthetic elements could in itself be treated as a challenge, and with that understanding finishing off the puzzle is really satisfying. well done...
i really liked this one! as far as i'm concerned, getting used to the new aesthetic elements could in itself be treated as a challenge, and with that understanding finishing off the puzzle is really satisfying. well done...
Quote from Naulziator on August 18, 2012, 10:33 pmWell, I didn't expect getting a "Best" out of this contest. Thanks, guys.
Anyway, I'm getting back on track next week and will have a LARGE texture pack for you to work with. I'll also have tutorials and a more playable version of this map in the next 48 hours as well.
Well, I didn't expect getting a "Best" out of this contest. Thanks, guys.
Anyway, I'm getting back on track next week and will have a LARGE texture pack for you to work with. I'll also have tutorials and a more playable version of this map in the next 48 hours as well.
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).